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stickman

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Everything posted by stickman

  1. noob- Using the Animation editor

    Jeff just held a webinar on collisions, and covered some interesting editor options... like normalizing y-height of the curves etc. But yeah... could use a decent overview.
  2. Apple Decomposition

    All of the good modellers, the vfx artists are first and foremost really good observers. I keep realizing how little I know, how much I assume to know... only to recognize I haven't been looking closely enough.
  3. Apple Decomposition

    wow. The effects look incredible. The shading throws me off... looks very cgish in parts... specular seems too uniform (mold is like felt, very low spec). Not familiar with Mantra enough to say anything specific. Looking very, vry cool!
  4. Organic Collider

    wow. This is really good stuff! Thanks for sharing! Love the way you break it down to blocks. The glue is to keep particles from getting caught between blocks? Or to keep the blacks from falling apart upon collision? I assume they're not just made static to make deformable collisions an option, right?
  5. Tearing metal from bullet sim

    Holy bejeezus! Impressive. Gleaming lots of stuff in there... love how low poly geo is first collided/deformed, then the finer sheets are tearing based on that. Very very impressive.
  6. Just thought I'd drop this as it is very cool, and has a houdini feel to it.
  7. Apple Decomposition

    Good reference. I think that must be a very dry room or something. They definitely go faster than that here. It's interesting how slowly the mold begins and where... it only starts after an insect has strolled across and takes some time to get going. Cool stufff... look forward to your next version.
  8. Apple Decomposition

    Looking good! The main giveaway for me is the overall 'deflation' at the beginning. If this effect were limited to the bite region and then expand from there, the motion will be really believable. The other giveaway is the day counter ;-) That's one resilient apple! (Or slow mold)
  9. It feels odd having a non-sound video. I would prefer an approach like Matt Estella, personally. I'm sure many like videos, though. Would be useful to have rigging tidbits collected like that.
  10. Cool stuff! Will watch some on the train next week!
  11. Smoothing Lighting in Material

    Currently overloaded with other things, but will try this (in more length than what i just failed at)... in modo i would create a morph, smoothing the areas I want, sometimes into a real spherical smooth shape, then generate the normals off this morph. I just tried it there and it does exactly what you are after. I tried to replicate this in houdini and... fail. So much power!
  12. Matching Curves

    Thanks.... I'm still learning all the (literal) ins and outs... hooking all this stuff up!
  13. Matching Curves

    @garf... errr... how does that work exactly? Would you mind sharing a simplified scene?
  14. Smoothing Lighting in Material

    I'm not familiar with how to do this in houdini, but if you smooth the normals, it should clear up those jaggies.
  15. Tree and Foliage Tools

    like this? I tried a few... failed. One switched from vex to nodes in the middle, expecting me to figure that out. I'm like... can't I just buy the tool!? So.. Aragatory?
  16. I'm experimenting on something similar (and also noob, so may be wrong). Heightfield is only projected in y, so you can project on a plane, then wrap that around into a sphere, transfer values etc.
  17. Volumelight Fog Shader

    Looks useful!
  18. Procedural Hair Cards Asset RELEASED

    would love to try... no time now, but will keep in mind for January!
  19. How to make my text glow.

    there are two issues that are perhaps getting put together here... - light emission (the effect of the light effecting things around it) this is luminous value, or light emission, - glow (a lighter atmospheric haze around the luminous object) this is what Marty is saying to do in post
  20. spread out on a landscape and rotated, I don't think anyone will notice these as variants. Likely get much more mileage by cutting branches out on the lower segments... leaving just branch twig... These also look very young, I think variants will be more useful on adult mimicking location of growth.. ie. in open field filling out, or in forest tall and slender, only needle crown at top.
  21. Juraj's playground

    Impressive!
  22. Houdini and kayaking with breakdown .

    Fantastic! Assuming you're looking for critique... the main thing that feels a bit cgish is the water. It looks great in and of itself, but next to all the other realism it lacks variation (ie. fields of wind/wave variation aka the new 16 masking options) and color. Feels like the water is consistently cloudy, or with too much particulate overall. Nit picking at the highest of levels here!
  23. Creating colour with facing ratio

    Cool stuff, Konstantin! If you wanted to just make a group of those points, what would that last line be?
  24. RDB after deforming

    maybe fracture the table, then trigger a glue value drop (via manually match or somehow sample the progression of the melt effect)?
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