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Found 6 results

  1. PavelK

    3D Generalist

    Hi, my name is Pavel, I'm a multidisciplinary digital artist. I have extensive experience in creating high-quality visual digital content of any complexity, from developing a logo, banner, or landing page to creating a 3D visualization or product animation. I use Cinema 4D, Zbrush, TouchDesigner, Houdini FX, Adobe CC, Octane render, and other tools. I offer assistance in achieving goals, an individual approach, and a wide range of services in one place. Email me (info.pavel.kazlou@gmail.com) and we find the best options for Your Business! https://www.generative.pl/ https://www.behance.net/Pavel_Kazlou https://vimeo.com/user138639341 https://www.linkedin.com/in/PavelKazlou/ Best regards, Pavel
  2. Looking at some Fernando Magalhães examples, i was wondering how you will approach it yourself? Do you think he is using some premade bash 3d models kits then distributed, wrap after on another geo, may be fragmented by a Voronoi kind of noise? Or is fully procedural even for the rivet placement and so? ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas 46598614_2312811328793854_8158027196041003008_n.mp4
  3. I came across some really interesting procedural hard-surface topology here: https://www.instagram.com/mglhs_com/ He's definitely using Houdini for the workflow as seen in this post - I've been trying to figure out a workflow to generate fractures with workable topology but without success. When I try to push the boolean SOP with outputs from fracture SOPs anywhere near the kind of detail/shapes he's getting the geometry totally breaks down. It doesn't look like he's using any VDB workflow, based on the video it looks like it's purely mesh-based. Is anyone here able to get a better read on the approach he's using to get those kinds of clean fractures, gaps, and mesh separation?
  4. Hi folks Im a Houdini-noob, but somewhat techsavvy nerd, tryin to learn Houdini by fiddling with it, building stuff! atm tryin to re-create the "sharing" system visualised w the gif here ( i originally created it w pflow dataops in 3dsmax, but a fine case for houdini i thought ) idea of the system is each point representing a unit with a certain amount of energy if a point have a overcapacity of energy its look if a neighbour nearby is in need of energy if a energy-wealthy point sends energy to another, its withdrawn the amount of energy the lucky energylacking neighbour receives probably a deep plunge but thought, Hey I can easily write this w vex wrangles inside a SOP solver and voila - turns out not so easy... I sort of solved the exchange of energy btw groups of points, but struggle with visualising the "sent" energy as a "extra point flying from the energy-wealthy point to the energy-lacking one... seems fx i cant assign a velocity to the extra added point, only move it by moving its position Am i taking the totally wrong approach to this or is there hope? sharing v01.hipnc
  5. Just thought I'd drop this as it is very cool, and has a houdini feel to it.
  6. Hey everyone, I've been playing around with VOP networks with a little bit of VEX here and there and I wanted to give myself a challenge (not that it isn't already a huge challenge) while I learn these new techniques. I'd like to eventually create something that grows and animates into something like this image. I know there are potentially a lot of steps involved in creating an effect like this, so any guidance would help a lot. I'll be posting my hips along the way. I don't have a lot of experience with generative art, but I think the best way to begin would be to create a similar image with only texture so I can wrap my head around some of these noise concepts. Here are some of my initial thoughts on the process: I like the overall smokey/wispy movement to the piece mixed with the finer more viscous noises scattered throughout. I'm thinking maybe a particle driven growth will work? Like the particles will create the wispy flow as splines grow and follow. A finer noise will be layered on to get the sticky feeling I also like the depth to the piece, it looks like an alien mountain range. Maybe it would be nice to influence the growth with a painted attribute? A spline thickness or spline spacing falloff in the y direction would be nice too so i can get those peaks and valleys. Maybe the peaks and valleys can be created with a noise that forms in the negative space and the growth happens outside of that. Having a color ramp on the y axis would allow me to color the points based on their heights That's it for now. I'll try to post some starting hips as soon as possible.
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