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Everything posted by schwungsau

  1. meshing fractals

  2. meshing fractals

  3. meshing fractals

  4. meshing fractals

    nice, never trired the snowflakes in houdini anyway.... this video explains the impact of mandelbrot on cgi
  5. meshing fractals

  6. meshing fractals

    some much so explain. fractals --> you start with simpler GEO like curve or cube, copy and translate it randomly a little and repeat this setup over and over again. After you messaure length of splines, calculate density with point clouds and mix together with to ramp colours for multiply it with extrude Parameters etc... this is a good Talk, how basic fractals works :
  7. meshing fractals

  8. meshing fractals

  9. meshing fractals

  10. meshing fractals

  11. meshing fractals

  12. meshing fractals

  13. meshing fractals

  14. meshing fractals

  15. meshing fractals

  16. Corona Render

    as user --> it does matter. what technics are used. important is speed, quality and easy setup..... even if it written blitzbasic.... there so many pathtracer outside there most of them in alpha or beta. most a lack of important feature. so far furryball is only one, which can be called "production" ready. look each student writes he own tracer engine. lets see which ones turns out as "useful". so far i like furryball, octane and blender's cycles. cycles is less realistic but really nice look. waiting for sombody make houdini integration for cycles....
  17. Corona Render

    the corona render is kinda slow compared to modo or vray..... for the in door stuff
  18. you have feed the velocity into matrix, get inverted camera matrix and multiply it with the velocity. the write the result into color and render it.
  19. Spaceship engine

    pretty cool ! the blue glow stuff doesn not work with warm lighting.... yep, houdini need some gpu-renderer to make speed things up like occlusions.
  20. why try fracture the whole building ? fracture the wall individual --> problem solved
  21. Dynamic retiming of volume simulation

    retiming fluids is always complicated. speeding fluids up is much more easier. for slowing you need complex calculation to get proper "inbetween" frames. slowing down just with simple linear interpolation--> you will get stepping / wired motion. in one of my last production we had 2 different method/tools for slowing fluids down. its takes extra calucation time, it was always limited and/or losing a lot of resolution.
  22. seaplane landing

    pretty cool !