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dyei nightmare

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dyei nightmare last won the day on August 12 2017

dyei nightmare had the most liked content!

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About dyei nightmare

  • Rank
    Illusionist
  • Birthday 09/30/1981

Personal Information

  • Name
    arturo
  • Location
    León México
  • Interests
    Film Making

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  1. ¿ how do you use: vector ptransform(string tospace, vector vec) ?

    interesting!!! thanks a lot!!!
  2. ¿ how do you use: vector ptransform(string tospace, vector vec) ?

    interesting, and what is the diference between local space and world space?, i thought it was like local vs global transforms, like, vectors considering a 0 cordinates based on the entire world, and local considering something like 0 cordinate on geometry center but that doesnt work
  3. just wondering how do you use ptransform(vector vec, matrix transform) on which context operates, and in which cases is it usefull? and by the way, what does it mean: "space:ndc" Normal Device Coordinate space. ?
  4. Meteor fx

    but whats the problem? seems like you are aplying high velocity, i dunno if what you want is more substeps? increase it. personally i would say that you dont need smoke on that simulation.
  5. MOPs: Motion Graphics Operators for Houdini

    Both? do you mean both targets?
  6. MOPs: Motion Graphics Operators for Houdini

    yes, houdini has become more artist friendly, and thats not bad, but i thought that the main target of side fx were the companies that are working on vfx, but dont want to spend a lot of money on software developers or creating new inhouse software. but anyway this is a topic for other thread, i mean, the wrangle nodes system is wonderfull and dynamic, but, i dont understand why sesi are putting more effort on modeling department instead of making a faster mantra renderer and less noisy.
  7. MOPs: Motion Graphics Operators for Houdini

    no, is not to keep houdini complex, there is an apropiate answer for this that fits your tool-logic, but there is no point on this conversation
  8. How is this effect made?

    there are many techniques there... done in diferent ways most of them based on geometry solvers
  9. adding some past work to my reel

    ...................
  10. MOPs: Motion Graphics Operators for Houdini

    i would not say that modeling based on moving vertex by vertex is lazyness, because it isnt, what i think is lazyness is people wanting to be vfxtd or video game developers without programing (seriously, that people exist) , i dont blame them, maybe every people needs to find their niche? maybe every person needs to find what he/she enjoy and at what can be good at?, because there are spots for artists also on that field... i was web developer some years ago, i ended literally pulling my hair because i realized that i hate it, but, i found that i enjoy programing for artistic purposes, and movies stuff.. so here i am basically i dont blame some one for not being programer, not everybody has to be a code guru neither, i encourage people to find their niche and tastes and be happy at it
  11. MOPs: Motion Graphics Operators for Houdini

    organic modeling is not easy, nor procedural modeling, we know how procedural can be hard organic modeling is not easy neither, organic modeling is a damn puzzle!! the rotating edges workflow feels like you need a master degree to do that!!! and zbrush basically you need to be an sketch artist, hard surface modeling is maybe a little less complex,
  12. MOPs: Motion Graphics Operators for Houdini

    no, my point was: dont stop to do the classic vex stuf, and fortunatelly they wont i didnt knew about that course, surelly ill throw an eye to it
  13. MOPs: Motion Graphics Operators for Houdini

    no, my point was, what fortunatelly, Moritz confirmed, that they wont stop to do the clasic vex tutorials
  14. MOPs: Motion Graphics Operators for Houdini

    thanks a lot i will check out keep up the amazing vex content
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