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Showing results for tags 'breach'.
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Hello, So I've been working on a breach SIM, but I run in to 2 quite large and possibly related problems. Water spawns around my breaching object below surface level and when the object goes out of the water. The water level is lowered by the amount of particles around the object that is no longer there When this starts happening, the surface volume also disappears. Rising From Deep_6.3.hipnc The surface volume disapears at some point probably related to 1. The Whitewater SIM only takes a small vertical sliver that goes all the way down. ~whitewatersource ~simmed whitewater
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MIKKEL Houdini R&D Reel 2015 - Alot of work in progress, unfinished shots and tests, enjoy
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Hello people! I wanted to share a quick project I did during three weeks in order to get though the flip-pipe: http://vimeo.com/76361368 I modeled this little robot which I wanted to make a water simulation from. Then I saw Battleship and Pacific Rim... The poor robot got up-scaled by a factor of 30 and you can guess what happaned Sound FX was made by Rickard Forsbäck Special thanks to Martin W and for all the tips. Also David Vestin and Igor Zanic for the constructive critics in the early WIPs. Maya - Robot modeling and animation Houdini - used for the rest of all 3D-content. Rendered with Mantra(PBR) Nuke - was used for the composition it is 1080p Let it load and enjoy!