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dyei nightmare

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Everything posted by dyei nightmare

  1. MOPs: Motion Graphics Operators for Houdini

    Both? do you mean both targets?
  2. 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.
  3. 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
  4. How is this effect made?

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

    ...................
  6. 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
  7. 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,
  8. 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
  9. MOPs: Motion Graphics Operators for Houdini

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

    thanks a lot i will check out keep up the amazing vex content
  11. 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
  12. MOPs: Motion Graphics Operators for Houdini

    thats the keyword here: "vex" and yes, i saw it and i want more vex based stuff
  13. 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
  14. 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...
  15. MOPs: Motion Graphics Operators for Houdini

    ok, not you, and some more peole, but fxtd's usually (not always, but more often than not) are more "technical side", again, maybe not everybody
  16. MOPs: Motion Graphics Operators for Houdini

    please keep giving us tutorials based on vex programming, moritz our vex skills have to be "on the move"
  17. MOPs: Motion Graphics Operators for Houdini

    I fear the possibility that entagma stops teaching solutions based on vex programming, and instead, starts giving solutions based on this philosophy of cinema 4d focused on designers, we, houdini users are not exactly designers.
  18. MOPs: Motion Graphics Operators for Houdini

    edited...
  19. how could you do this kind of pattern in shops?

    thanks you a lot ill go into it tonight
  20. i need to do this pattern on shops, i have an idea of how to do it on sops, but not in shops to use it as surface texture, here is my set up, but i want to translate it to shops to use it as texture, i know i can render it and use it, but thats not the way of the cowboy, hahaha so i want to translate it to a procedural way in shops. textura.hip
  21. how could you do this kind of pattern in shops?

    ah, the pattern wasnt noticeable in the picture... is like this.
  22. how could you do this kind of pattern in shops?

    wut?? why would you react "downvote" on this? how is this a bad question? i really dont understand you people...
  23. Houdini 17 Wishlist

    just one thing and the most important one, FAST MANTRA!! is such a shame that you have long render times AND with noise, thats not posible!!! not worthy!! the noise reduction workflow doesnt even work in subsurface renders or you end with a very long render times
  24. Ink FX

    interesting, i will give it a try
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