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Everything posted by vinyvince

  1. Substance SHOP to Material

    Substance is the 2D houdini equivalent, so powerfull . We should put the pressure on then, they alweebbeen working hard to listen people and address their needs
  2. ship on an ocean +displacement

    Yes but the tilling repeatitive patern will appear quite evident if you use the default houdini ocean spectrum noise. One possible thing to help is to distort the UV by another noise
  3. Dandelion Wire Simulation

    Lets bring back to life the Dandelion question with the new spring coming here! Did someone had more try doing this recently?
  4. Caskal Learning Thread

    Intriging and beautifull man.. how did you achieve it?
  5. Upgrade Houdini file from non commercial file to commercial version... I guess very clear what it is supposed to do isn it? Yes, its a really a pity, why isn it notpossible or you have to use so much tricks? And what about people who start using a non commercial version and whoare switching after? Such time lost indeed... Looking forward your suggestion and opinion, cheers bout.de.lune@gmail.com
  6. Flip Sink Gradient

    Definively interesting and logic idea. Pardom me for your young experience, how will this sop solver will look like ? i miss some previous to know how to implement this correctly in houdini even if the concept is quite clear Cheers guys
  7. Flip Sink Gradient

    Hi Did you find a solution for this ?
  8. Thanks for your answer. Not the smoother and most handy solution i could imagine, a pain if there are no other way
  9. Deleting FLIP particles with POP?

    Hi guys Im actually looking myself for a way not to delete, which i manage to do already but with a distance falloff value for smoother transition.. Any suggestion ? Cheers,
  10. Hi1 Is still the best way to go with the latest houdini built? Cheers
  11. fluid attract problem

    Did you succeed in making your portal wormhole effect?
  12. Maelstrom

    but I m facing a similar issue at the moment did you manage to progress? Im just starting FX in houdini but on the other hand i have been asked to do such an effect.. with ground collapsing as well... Could someone help me please?
  13. Maelstrom

    Hope to hear from you guy, thanks
  14. Maelstrom

    Looks great,! but I m facing bravoissue at the moment touse in houdini 16 with your setting and methos used few years ago... ;( Im just starting FX in houdini but on the other hand i have been asked to do such an effect.. with ground collapsing as well... Could someone help me please?
  15. Detailed Swirling Maelstrom

    hi I m facing the same issue at the moment ,im just starting FX in houdini but on the other hand i have been asked to do such an effect.. with ground collapsing as well... Could someone help me please?
  16. Lady and gentleman, Hi Most examples are based on one surface, im just starting Houdini despite being in the industry for a decade, im wondering what would be the best approach to do FX not one only on one obj but a full complex scene cgi env imported for another rendered, where i could have all kind of geo, topology i mean, from high to low... What would be your approach if i have not one objects but a full complex CG environment, photorealistic look. Could i merge convert all alembic input mesh, even if the topology is very different, convert it to one form of representation or not like VFB volume, point cloud *While keeping and baking all my textures inputs (several hundred), do FX deformation on this resulting object with the possibility to fracture the geo by adding more tessellation to face (will get a new shader mat for these new faces) and have a resulting deformed ob with the new mesh inside or better in a separate output? Everything have to be export again at the end ... Do my words make sense? vince.. -------------- Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available Mid /end Feb 2017) http://fr.linkedin.com/in/vincentthomas
  17. Oh well god, i didn t expect this kind of answer.. haha. So what to say? Well first thanks you . Now, just to let you know, im have been in the industry for more than 20 years from big to small studio, dom different position to supervisor, im also an independent artist and filmmaker so i agree with that you said but i have already knew all of this Thanks anyway and happy new year Howard
  18. Ok, here's a challenge if you accept it I built a full CG city myself, mostly procedural with custom artistic inputs and real data. Heres some preview , raw render, wip, haven t merged my vehicules traffic yet... I tried using Deep learning for mask generations of my hundred different input facades variations but finally, i went for an old school trick. So far, so good for now Now i need to have the full env being affected by a massive black hole, emergy from below, absorbing the city like a worm coming from underground. But the coming disaster is first seen with the sky and atmosphere which turned amazingly wild and stormy... It's almost 20km2 square area with tons of elements, geometry topology is very mixed so i need a global approach based on point clouds or whatever. My brain is more artistically oriented so this is the kind of things which was usually given to a more technically VFX oriented person. I have all kind of slow moving camera from above, distant and more close to the ground and building too. Night time.. At the end i need to export the all things back to Max and Vray... (Not my choice but need to..) Which approach will you take yourself? how would you solve this problem knowing the limited ressources and budget but on the other side creatively open ? Cheers, to every suggestion from the magicians vincent* ________________________________________________________________ Vincent Thomas (Avalailable January 2017) Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor since 1998 http://fr.linkedin.com/in/vincentthomas (PS: actually looking for freelance Houdini artist to hire... On location Geneva/Annecy or possibly remote)
  19. The job position for a freelance interested on this feature film, is still open..
  20. In fact, what i would like to give a try is to treat all the affected area env as one element, like a point cloud from a lidar scan if you want with the shading baked, treat this point cloud which could include deformations , fractures and creation of new edge so with a new mat, emit new particulesFX from this data, then being able to export back this point cloud keep the initial shading + new defined shader matid.... Does that make any sense to anyone here? Yes, im aware this is not a purely right way to do, it s not very religious but for what we need and considering the ressources , it might work...
  21. ~ Hi everyone A Studio based in Geneve, few km from Annecy, France , is looking for a talented Houdini versatile FX artist. Staff position or freelance project based (remote is eventually possible) in a cool open and family oriented studio, splendid environment for a high quality living. Immediate need is for a independant indie film where a black hole start to form and absorb the ground , everyaround, an all city. I build the full CG city myself, huge.. Drop me a line if interested vince* ------------------------ Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available January 2018) http://fr.linkedin.com/in/vincentthomas
  22. meshing fractals

    Dawn, i love this one, would you mind to tell a little more how you did and maybe in this xmas time share your hip file please Mister magic Santa?