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dyei nightmare

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Everything posted by dyei nightmare


    yes it looks cool
  2. Wip: Neurons :)

    i did it but latelly you need a lot of samples for noise-less dof and sss, in animation it will be a long render... so im thinking on strong velvet look, like a peach fresnel based shading is also an interesting
  3. #odforce@freenode

    why not a simple group in FB? developers, even in houdini tends to be so alternative
  4. C++ Effects Programming ?

    i forgot to mention, if something should be improved on my opinion is Mantra, sesi is improving even polygonal modeling but what about rendering? im sure that mantra can be faster and less noisy, and more "one click" solution at the same time it is focused for shader developers, we shouldnt relly on redshift, mantra should be enough fast by now... i mean we are in 2018, render sampling shoudnt be an issue never more.
  5. C++ Effects Programming ?

    very very interesting topic, for real!! but how in the world you dare to say: "simple vex" you are very very wrong, you are lost in the pacific ocean, vex is powerfull, vex is fine, we dont really need object oriented programing here, but.... that is the million dollar question, why not vfx in c++? you could be at higher level in the "food chain" thinking in c++ for vfx, surelly you need to speak the language of open gl, and such, like a video game programer ...
  6. Can someone please help me with this fire effect in houdini

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

    interesting!!! thanks a lot!!!
  8. 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. ?
  9. ¿ 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
  10. 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.
  11. MOPs: Motion Graphics Operators for Houdini

    Both? do you mean both targets?
  12. 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.
  13. 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
  14. How is this effect made?

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

  16. 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
  17. 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,
  18. 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
  19. MOPs: Motion Graphics Operators for Houdini

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

    thanks a lot i will check out keep up the amazing vex content
  21. MOPs: Motion Graphics Operators for Houdini

    yes i think the same... lazyness, and i dont want this software becoming a sort of C4D or 3max (oh the horror), only because some people is lazy to learn the hard way, yes its hard, yes is a mistery to learn this, and is so complex to do a simple sunset scene, but thats why im love with this software
  22. MOPs: Motion Graphics Operators for Houdini

    thats the keyword here: "vex" and yes, i saw it and i want more vex based stuff
  23. MOPs: Motion Graphics Operators for Houdini

    yes, but you are missing the fact that a lot of us are nerds who wants to do things dificult hahaha, is our only proud haha, but in more serious terms, my real concern is that entagma keeps their hard vex stuff coming, they shoulnt think that we prefer mograph over vex... because vex stuff is what defines this program as bad or pedantic as it sounds haha, my argument is that they shouldnt forget the vex language-fans
  24. MOPs: Motion Graphics Operators for Houdini

    yes, ironic, im not demeaning designers, i was one myself, but i just hope entagma keeps in their vex focused context...