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Mael_P last won the day on September 17 2020

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    working on Kin damn those effect :O
  1. That's good to know, thanks you !
  2. Hello, For all my time in Houdini I have never shaded a lot. I however have played with pointVop quite bit, so I was surprised when I tried to make a noisy shader and I kept following the camera ? Let me explain what the scene is : - a grid, that has a principledshader - a rotating null, parenting a camera - 3 lights In the shader, I take the position of a Global Variable, plug it into a noise, and in the basecolor of the principledshader. Why is that, that when I render different frames (so the camera has moved), the noise stays the same. I can see the lights are not coming from the same angle, which is normal since the camera moved, but the noise is pixel for pixel displaying the same way. I fixed it by pluging a restpost between the Global Variable and the input of my noise, but I can't wrap my head around why I have to do this in the first place ? Normaly everything makes sense in Houdini but this doesn't. As I said I know my ways around Point Vops, so should I expect other different behaviors in the shader context ? shader_must_rest.hiplc
  3. Membrane tearing

    That's looking really good. Thanks a lot for sharing the file I'll learn a lot from it !
  4. It’s the year 2261 in a world where magic was never forbidden or forgotten. Mystique, a brand of sorcerer gear introduces their new magic wand. It started from a public challenge on a french Discord server called Houdinimatic whose theme was magic wand. I had this idea of designing a futuristic magic wand and showing the construction process of every pieces coming together like the sequence of the assembling of Iron Man’s suit, with the aestetics of films like Tron Legacy, iRobot or the Westworld series. I quickly thought of some kind of magic crystal or liquid that would act as a fuel for the wand and turn on like a device. The handle and the middle section where the crystal is quickly satisfied me but a struggled quite a bit on the design of the tip. I tried having it different shapes, twisted, changing the material but nothing worked. Progress of the wand's design I wanted something simple, elegant, slender so I tried a retractable and thin stick and that was it. It fitted the theme of the self-assembling sequence and was the shape I needed to make the design coherent. Finding the right speed for the projectile was something I didn’t expect would be that important. I started with what would be considered a really slow pace compared to the final speed because I wanted to have a really cool looking projectile lighting the scene up with some particles dancing behind it. Having it travel at a speed you could see was a mistake, it made it not feel like a projectile, it had to travel way faster to actually feel it was projected and powerful. The rest of the time I spent on this project was to design the spell and its different FXs, fine-tune my render’s process, lighting, and of course post-production. I’m happy that I made it with Houdini, I proved myself that I could do something else than FX with it. It’s a sometimes hard but rewarding software. The music also plays a huge part, I started with a song from the OST of Tron Legacy at it sticked for a really long time because it was exactly what I had in mind so finding a substitute took a lot of efforts. I also wanted to go the extra mile and have a nice sound design so I spent a lot of time searching for different sounds and trying things out, getting lost on internet imagining what could my scene sound like, I think in the end it adds an immense amount of « realism », it feels grounded and add a lot of energy especially to the magic spell which feels super flat without the sound. Hey if you made it this far thanks for reading and caring about my work. I’m looking for a job opportunity so maybe share this if you feel like it or know anyone who could be interested.
  5. Hello ! In order to setup my different Disturbances and Turbulences inside of a smoke simulation, I'd like to know what range of velocity I'm dealing with. How would you guys do that ? If you have the proper method to do that just ignore what's under. The sim is already cached (density, vel, rest, rest2). What I'm doing for now : When looking at the node info there is vel.x, vel.y and vel.z. I don't understand why but I've read that these are scalar values and has to do with how Houdini works so why not. I don't know how to inspect this volume further than that since it's a volume the Geometry Spreadsheet doesn't display anything. And when I apply a VolumeSlice I get 10 different vel attributes per point. vel[4] matches vel[7], vel[5] matches vel[8] and vel[6] matches vel[9]. But not the rest of the values. This is very confusing to me.
  6. It's solved sorry for bothering you. Low disk space was messing up my renders but now everythings fits together nicely.
  7. Thanks for your advices ! I've been working on removing the artefacts and I finally found that they exist because I was writing "* ^object_name", if I manually put all the names, the render is clean. However there is a problem with using phantom, the smoke that's being generated inside the building is shadowed by the building, meaning a part of it is rendered black...
  8. Thanks a lot for your answer ! Alright I'll try to see if something specific is causing these artifacts. My overall question was more : is the method correct ? I have absolutely no idea how pros handle this specific part of the work (preparing different renders to sent in comp). Sorry I meant applying for studios. I don't have a job yet and this project is (I hope) my key to enter the market.
  9. Hello This is the most heavy project I've ever done by far. https://streamable.com/6hax5 If you have any comment or critique please go ahead !
  10. Hi everyone, I've been working on a scene for a while and I'm almost done. This is the first time I'm wrapping up such a big project so I don't really know how to get the renders I need. This is the project I'm working on : https://streamable.com/6hax5 Any comment about the project itself is more than welcome, I'm hoping this could get me a job so if you have anything to say that could help please share. And this is what I need to go to the next step which is compositing, and later on be able to make a breakdown like this one : https://vimeo.com/65050470 What I'm asking here is : how do I render all these different layers ? I've tried putting one object at a time in the "candidate object" of a mantra ROP and "all but [that one object]" (* ^object_name) in the "forced matte". That was the logical thing to do in my mind because it would render only one object and if something is in front of it the alpha would mask it. It kinda works but does some weird artifacts on some renders. Side note : I'm limited by computer power. The render of my project shown above was done in 15 hours and minimal quality (is that fine to send to studios ? do they care ?). I don't mind letting it run a few days but I have to make sure everything is set up perfectly. I say that because I have a side question : does multiplying the number of "render layers" (mantra ROPs) also multiply the time it'll take compared to if I grouped stuff together ? Should I check out renderfarms ? Thanks for reading, Peace !