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Found 4 results

  1. I have been searching for a solution to this for ages, does anyone know the correct way to have a typical infection solver be sourced by a pops sim? an example for needing this would be if you were making a flamethrower sim but needed the fire to actual be able to spread to objects that the "fuel" or "flame" touched in the scene. I tried doing this with the pyrospread solver but it only sources the beginning pops and doesnt update the stream pops group. everything works fine as long as the source input doesnt change which is the problem. someone had said using sop solver and attribute transfer would be a way to fix this but i have no idea how to make it work ive been stuck for months. any help would be greatly appreciated. another example if it wasnt clear would be a dragon breathing fire on to a character, how would you source a fire that could spread once the fire from the dragon collides with the character thank you!
  2. I need help with rigging up a Chinese Dragon. Only example I can find is http://www.chadfetzer.com/procedural-dragon.html Not sure if I should be adding a sine wave deform to a bone spine to add flying motion. http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Example:_Wave_deformer
  3. Hey guys, I've been studying FX for the past 6 months at school and for my demo reel I chose a shot and decided to make a dragon made out of smoke... I got inspiration mostly from the Harry Potter movies and other mystical things and my fascination for Smoke Bomb Photography. The effects/animation/composting are done by me, the model is provided by Alex Obregon ( ... This is a link to his reel) . I couldn't of done it without him! The element is separated by key components of the dragon... For example both legs are separated, the torso, the skull, jaw... and so on. For the composting I've painted certain details and rendered them out as volume primitives to get some of the key details back from the dragon into the smoke simulation. Also, in the simulation you can see an obvious jump from one of the backlegs... I hadn't noticed this until this morning after rendering out the simulation and am now working on it now. This is also only half of the simulation... the rest will be uploaded shortly. (Friday, just in times for weeklies!) Thanks guy, I appreciate your feedback immensely! I'm planning on wrapping up this simulation and having my breakdown by the end of this month. The password is "odforce" ... no quotations (because I love you guys!) The first video is it over black in a turntable (shakey, I'm working on fixing it) the second video is it over the plate... the composting is still a work in progress and as of now this is just a quick slap comp.
  4. Hey Folks! I'm very happy that I can finally present to you my latest Houdini Demoreel-Project: "The Dragon's Breath" including some (hopefully) interesting FX- and Compositing Breakdowns. Enjoy! THE DRAGON's BREATH "Somewhere, in a dark, enchanted forest, lives a ancient Dragon which is feared by all men for his deadly, roaring..."dragon's breath" http://www.scratch-a...et/demoreel.php I've furthermore put together a detailed project making-of including more detailed Breakdowns, the Previsualisation, the FX-Prototype and a Dragon Model-Turntable for those of you who want to get even more insight in the process of creating this vfx-shot. http://www.scratch-a...f_082013_EN.pdf Some more Still Images: http://www.scratch-a...t/portfolio.php (first entry in the list) Cheers from Austria! Philipp Kratzer http://www.scratch-arts.net
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