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Showing results for tags 'retro'.
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Houdini was getting bored doing hours of simulation, so I gave him something to play with. - Done in Houdini, script in VEX, rendered using Karma.
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Hi there, I'm totally a noob using Houdini and I'm trying to figuring out how to achive this classic retro look. I can imagine there's some basic options ie: compositing some textures with the wireframes or creating thin polywires to create actual meshes for this edges. I also found this interesting post abut glowing points. I almost get to look I want playing with similar custom shaders, specially because I wanted to try with Nurbs in these lines, but of course it just deals with points, so I should somehow matte the grid faces itself to oclude edges behind other edges. It does make any sense this approach? Should I layer different shaders for the points or edge primitives and other one for the polygon faces itself? Would like to credit Thomas Helze for the FastGlow used in this tries above. Since this is a typical effect from all the times, I wanted also to know if anybody could just bring here some historical background about it, I'm feeling that the principles behind that look had changed a bit every time retro neon sci fi gets trendy again... And of course, please feel free to send me back to the QuickStart guides and all that... just wish you understand it's my first time posting here and you know, I'm feel like a totally stupid noob asking loud a stupid question at the end of a masterclass...