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ocalaf

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About ocalaf

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  • Name
    Òscar Calaf
  • Location
    Barcelona
  1. Wowww, thank's for all your feedback guys! I know a bit about audio modular systems and also I heard about old similar "video synths", but I've never heard about that Scanmate, thanks for the link. My main objective with this thread was just that, learning some history! So many many thanks for that and other comments about CRTs, osciloscopes and analog stuff. I was also figuring out the clue original reference for that sunset scene, its amazing how many similar ones could you found googleing a bit, but yes, for me its hard to tell where is the origin, I was also thinking that it had to be something "newer" than 80s itself, but its amazing how iconic of a classical retro look had become. Rergarding the different scenes you attached, thank you so much for your help. I think that uv from camera prespective driving the width and this pixel filter at the out helped a lot! Now let me process all this information, and I hope to come back with some results for you to show.
  2. Thank's for your fast reply and for the sample scene, is there any way of getting an smooth result from mantra or using wren? I'm trying to increase the rays and using the ray variance but it just spent more time to produce similar results. Increasing width doesn't help either because it also produces some kind of artefacts on the lines. I can understand fixing and retouching this aliased render in cops can just do the work and still be cheap but I don't feel myself such a good artist to produce such smooth lines just by retouching in cops.
  3. After seeing this post, I'm asking myself if it could be used to achive the classic retro neon grid look, feel free to have a look there: I created a new one because I'm afraid you would say me this is not the "proper" way of doing that
  4. Hi there, I'm totally a noob using Houdini and I'm trying to figuring out how to achive this classic retro look. I can imagine there's some basic options ie: compositing some textures with the wireframes or creating thin polywires to create actual meshes for this edges. I also found this interesting post abut glowing points. I almost get to look I want playing with similar custom shaders, specially because I wanted to try with Nurbs in these lines, but of course it just deals with points, so I should somehow matte the grid faces itself to oclude edges behind other edges. It does make any sense this approach? Should I layer different shaders for the points or edge primitives and other one for the polygon faces itself? Would like to credit Thomas Helze for the FastGlow used in this tries above. Since this is a typical effect from all the times, I wanted also to know if anybody could just bring here some historical background about it, I'm feeling that the principles behind that look had changed a bit every time retro neon sci fi gets trendy again... And of course, please feel free to send me back to the QuickStart guides and all that... just wish you understand it's my first time posting here and you know, I'm feel like a totally stupid noob asking loud a stupid question at the end of a masterclass...
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