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Furbi

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About Furbi

  • Rank
    Peon

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  • Name
    Jasmine
  • Location
    Vancouver
  1. SmokeyTheDragon

    Hey guys, I've been studying FX for the past 6 months at school and for my demo reel I chose a shot and decided to make a dragon made out of smoke... I got inspiration mostly from the Harry Potter movies and other mystical things and my fascination for Smoke Bomb Photography. The effects/animation/composting are done by me, the model is provided by Alex Obregon ( ... This is a link to his reel) . I couldn't of done it without him! The element is separated by key components of the dragon... For example both legs are separated, the torso, the skull, jaw... and so on. For the composting I've painted certain details and rendered them out as volume primitives to get some of the key details back from the dragon into the smoke simulation. Also, in the simulation you can see an obvious jump from one of the backlegs... I hadn't noticed this until this morning after rendering out the simulation and am now working on it now. This is also only half of the simulation... the rest will be uploaded shortly. (Friday, just in times for weeklies!) Thanks guy, I appreciate your feedback immensely! I'm planning on wrapping up this simulation and having my breakdown by the end of this month. The password is "odforce" ... no quotations (because I love you guys!) The first video is it over black in a turntable (shakey, I'm working on fixing it) the second video is it over the plate... the composting is still a work in progress and as of now this is just a quick slap comp.
  2. Dust hits

    Normally all the effects I've made I've had geometry provided to me/modeled it myself. What I'm wondering now how to make it interact with the plate as well/render passes I can give my comper to deform the plate. For example a dust hit. Obviously, there is dirt involved, so I guess my question is how would I go about making this within Houdini? It's the kind of "dirt" you would have for a soccer field. I've applied a vopsop with a turbulent displacement for some jagged/rocky type looks and added some interior detail to my vornoi but I guess I'm wondering what the next step would be or possibly something I may be overlooking? I've also tried adding subtle fur aswell for some grass. It's a slow motion shot/dust hit action sequence so I want to really nail the overall look. Thanks guys!
  3. Seems to have done the trick, thanks
  4. How can I go about implementing this? I have my geometry (flapping wings) and it computes velocity trails as the wings rise and lower. (It's a bird made out of smoke) so how can I take this information and apply it to my pyro simulation? I'm sorry, I've only started using houdini for the past 6 months, thanks so much!! Never mind, I found a help file that demonstrated what I'm basically trying to achieve. Good ol' help files. Apologies!
  5. Hey odforce, This may be a newbie question so I apologize in advance but I've been trying to work out this problem for a while now and cant seem to get it... I'm rendering out some pencils sitting in a pencil case with crayons. I've wrote out a one frame of them sitting in the pencil holder taken from a more complicated scene where they are acutally shot out of the case/shattered. So I rendered a one frame of them sitting on the table before the explosion. When I exported them to the new scene where it is the establishing shot I'm starting to get noticeable render issues with the geometry. At this time I won't be uploading the hipfile, but if you believe it will help I will gladly reorganize/attach it. When merged with pencilcase/pencils/crayons it displays in the merge "a mismatch of attributes has been detected..." so on, I have tried using the Vertex/Point node to fix this but am still getting black geometry. Reversing also seems to not help. Thank you! It should also be noted I rendered a bgeo file of the Pencils/Crayons/ shattered by the vornoi... but all the materials have been copied/pasted into the file so it shouldn't be the issue - right? Sorry odforce, thank you!
  6. RBD Fracture not colliding (piggy bank)

    Of course! I was wondering why it was interacting/but not colliding entirely.. seems to do just the trick. I'll mess with it some more. Thanks!
  7. Hey odforce, I'm trying to create a test piggy bank simulation... attached is what I have so far. I can't figure out for the life of my why the coins aren't reacting with the shell of the piggy bank. Any help would be greatly appreciated. Thanks!! ForOdForce.hipnc
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