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About bandini

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  • Website URL http://adamswaab.com

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  • Name Adam
  • Location Los Angeles, CA
  1. We've just announced a four-part course I put together for Learn Squared, showing an intro to Houdini. This may be too basic for intermediate users, and probably not useful at all for power users, but for people just starting out and scratching their heads in confusion, it should be enlightening. We've put a lot of time into making sure the quality of these lessons is top-notch. Learn Squared is a new way of doing these kinds of online classes. Each course offers mentorship critiques through skype sessions, and each apprentice's journey is recorded and documented as part of the class. We strive to get a lot of cross-discipline relationships started. For instance, I became an apprentice to a matte painter, and my first apprentice was a real-time graphics artist. There are multiple levels of entry with different price points, etc., so not everyone has to be an apprentice and document their work. Check out the course here: https://www.learnsquared.com/courses/houdini-procedural-foundations There's a lot of other great content there, too, which is useful across the CG and design spectrum.
  2. Hey Clive, I'm sorry, that project has been archived for years. No access to it, unfortunately. First, make sure you understand how the cookie sop works. Second, create a tool to make the honeycomb pattern. It's just a bunch of platonic solids packed together. Some are 4-sided pyramids, some are 8-sided. Not too hard, but you need to check some of the math to make sure the angles and spacing are correct. Can all be done in a Copy sop. -Adam
  3. Great suggestions. I really like #2 as an idea.
  4. I think I'm qualified to answer that This was made by creating a uniform honeycomb grid first ( en.wikipedia.org/wiki/Convex_uniform_honeycomb ) and using a cookie operation to get the intersection of it and the geometry. First, remove the pieces that are outside of the intersection volume, then do the cookie operation.
  5. yes. did you try it?
  6. houdini

    Looks awesome! Can you talk about some of your workflow enhancements you implemented?
  7. Another shot in the can. Loving the detailed swirls at the end of the shot. Heavy sim times on this one, but worth it. Next update will be fun. This is all building toward something...
  8. Finally back and able to continue work on this. Here is an almost complete shot using the fluid R&D. Just missing some little defocused floaties in the foreground. Background is made of about 1/2 billion particles casting shadows and obscuring the main fluid sim. Some heavy render times, but worth the cost. Took me a couple weeks of attempts to figure out how to create the look I wanted, in terms of shader/geometry solutions to get the silky volumetric look with a sense of light bouncing through the dark fluid. More shots coming soon, now that I have this figured out.
  9. Thanks, James! I really appreciate the nice comments.
  10. Thank you, Marty! These comments are very good. Hopefully, I can find time (and energy) near the end of the project to go back into this and add more. I would love these to be as good as possible.
  11. A couple new shots. These were beasts to get done on my own. Could be better in many ways, but I've already put a ridiculous amount of time in them and need to move on to other shots. It would be good to hear some comments, though, about ways to improve them, so I can do better next time!
  12. Hopefully sometime in the next 4-6 weeks. In the meantime, in terms of render optimization, the last couple versions of the Houdini help file have come with a really good section about quality settings. http://www.sidefx.com/docs/houdini15.0/render/_index This page is really valuable for dialing in sampling settings, while balancing render times: http://www.sidefx.com/docs/houdini15.0/render/noise
  13. Sure, I guess if you wanted to add some more motion to it you could use cloth, and set a target state for the solver. I think you would find this very hard to control, but worth a try. You could use CHOPS to create some lag to make the animation a little more natural feeling, but, I think most of it will be done by working really hard on your keyframes.
  14. Create the petals as simple flat geo with enough divisions to deform well, probably made out of cards with alpha mapped textures. Rig, either with bones or wires to create unfolding effect. Add secondary deformers to create bends and warp around an arc. Copy and align into place. A lot of hand-done animation for something like this. Don't expect some fancy procedural solution to this. Maybe there is one, but this is how I have done this in the past.