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Search the Community: Showing results for tags 'tree'.

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Found 7 results

  1. My current development. Digital asset for creating production-ready animated trees and other plants. A few types of wind (Real time wind system and accurate dynamic wind), many many options to customize plant as you wish. Additional examples of wind animation will be a little later. Basically, you need only 8 hours to create fully dynamical 3d tree. (2-3 hours for tweak a shape and all other time for dynamic) Implemented by python, HDK, and a lot of free time This is noncommercial thing. - Module system for any kinds of vegetation - All in one DA - Maximum flexibility - Fast internal modules based on HDK ( C++) - Auto smooth trunks - Dynamics - Leaves mesh builder http://vimeo.com/58316944 Please, feel free to contact me any time. Thanks.
  2. Hi. I would like to ask for an advice for making a tree growth animation in Houdini. If there are some tutorials or any other kind of materials that could help me, I would appriciate if you could share with them Growth happens for around 2 minutes. Tree growth will start like a seed (very small/thin trunk) similirat to this animation but without leaves https://vimeo.com/32134340#t=6s As more branches grow, thicker the trunk becomes. This animation has to be very art directable, so randomly growing is not an option (except the very last levels of branches). My inital plan is to to manuali draw first 2-3 levels of branches (including trunk) and then run it though some assets that I will build wich does the growth (with all the animation controls and etc). I have attached concept images that have to be replicated almost 100%. Thanks in advance! Tom
  3. I'm trying to create a high resolution procedural tree model (without using SpeedTree etc). I looked into L-systems but thats not much use for a more detailed model that is made of one mesh. This is a really interesting tutorial (and has been posted before) - http://www.andyboyd3d.com/siggraph_talk/img27.html But i'm wondering if theres a procedural way to create the branches (seen here - http://www.andyboyd3d.com/siggraph_talk/img32.html). I'm guessing this part was actually done manually but it would be great to have a procedural method! Cheers, Mike
  4. development of user interface for the generation of trees LBranch.otl example.hipnc
  5. Place Beyond the Pines . ( loved the movie ) Hello , Im beginner in Houdini .I was just trying out instancing in Houdini , This is what i came up with . Rendered using PBR . Bird and bg composited in fusion .
  6. Hi guys. You remember Ivy_generator? I fixed some bugs in it and compile it for Linux 64. Also I created a digital asset for animating it. The exported obj files must first converted by hobj.py to a cleaner houdini friendly obj file. Download ORIGINAL 32bit linux version and replace my compiled version with original one. Have Fun and let me know if you have problems in using it. fa_ivy_tool_v4.otl.tar.gz IvyGenerator.tar.gz hobj.0.1.3.py.tar.gz
  7. Hey Guys If anyone could help me I would really appreciate it. I'm currently working on a bullet going through a tree but unable to get my desired out come from stretching the voronal fracture points. I've been searching the net for tutorials but haven't been able to find what I'm looking for. I've added the file I've done so far and a link of what I'm trying to archive as the bullet hits the plank. Once again if anyone could help me with this I would greatly appreciated it as increasing the points on the object sim times, hugely increase and still doesn't solve my problem. Tree effect I'm trying to do: http://www.google.co.uk/imgres?imgurl=http://sasquatchinvestigations.org/wp-content/uploads/2011/09/Bigfoot-Close-Break-2.jpg&imgrefurl=http://sasquatchinvestigations.org/bigfoot-research/tree-break-pictures/&h=300&w=400&sz=48&tbnid=mROn9ia0ICI5cM:&tbnh=92&tbnw=122&zoom=1&usg=__GJW8mqjgoaJ8uMMC-OUzjf9FbE0=&docid=bTGv-LvIzuO24M&sa=X&ei=hgRSUYnrC9Gb0AXryoCQAw&ved=0CHMQ9QEwCg&dur=38 Fracture_Bullet_test.hipnc