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Found 11 results

  1. Hello, I have been trying to recreate the black hole effect from the film 'Eternals' for a few weeks now for a thesis project I am doing and I am not really getting close. This is the effect in question: Arishem's FInal Judgement The effect happens at 1:17 My approaches was to create some circles with an animation spinning around the circles driven by the curveu attribute and offset by the 'copynum' attribute I got from the copy and transform node. I was driving a smoke sim from this and then I used the curveu as a temperature attribute to drive some scattering in the pyro shader. However this approach has not really gotten me close. I realise its quite a complex effect but any tips on recreating it would be fantastic! Thank you for reading
  2. This is one of the FX development I did for the Chinese animated feature 哪吒 (NeZha). All the FX are done in Houdini using flip and custom airfield to generate the waterfall effect, rendered in Mantra and final comp in Nuke.
  3. Hi everyone! I've made an illustration video-tutorial about the Heat Method application to point clouds by Keenan Crane et al, Yang Liu et al and others.
  4. A few months ago I was watching “Avatar, the last air bender” for like 5ft time and wanted to create some bending control, I'm still working on the water bending, so here's a WIP from this weekedn. Right now there's only to WIP, but will keep on with this until I master the 4 elements! https://vimeo.com/286783260 [vimeo.com] https://vimeo.com/272510944 [vimeo.com]
  5. I'm not working in a studio setting anymore, so I've been doing random little houdini experiments to challenge myself, and keep learning new techniques. It's been a lot of fun. https://www.instagram.com/rycofx/ Hey does anyone know a better way to present these than instagram, or have a suggestion for a good GIF converter for linux?
  6. Hi all, been learning Houdini since mid Feb and thought it time I better share something back as I've found the forum immensely useful ;-) RnD of Houdini particles flowing over a hard surface model to simulate a condensation/rain/rivulet/droplet effect. This is part of a larger RnD project I'll render & upload shortly (this is one section of a larger flying object - a cloud seeding drone... just an excuse to learn a load of Houdini). Partly inspired by Mark Theriault's Sucker Punch Intro Breakdown using Pflow (vimeo.com/39161208) and having just starting making the switch for fx from Maya to Houdini, this was one of those "I wonder if I can do that now in Houdini" things that I just had to try. I remember years ago doing something similar in Maya and it taking a heck of a lot longer! This effect took about a week of tweaking. The sim is basically just a popnet which relies on an SDF volume (isoOffset) for surface interaction and uses a voppop (VEX) to control the "drip off threshold". Once I had a working method, I then used 3 duplicate variations for the different rivulets (trail SOP) and finally added a random scatter SOP for some extra motionless droplets. As the final shot won't be so closeup, I have to option of increasing/decreasing the uniform sampling of the SDF to fit. When all this is done, I'll hopefully be taking this RnD further with a rain-on-a-window-pane high-detail/realism sim. Thanks to SpencerL for advice on the initial VEX methodology.
  7. Hi, I'm trying to create a scene where a 'missile' hits the ground and causes an explosion. I wanted to the ground to explode too, chunks of rock fly up as well as the pyro explosion. I created the ground from a simple geo and applied the fracture and created the pieces I like. My issue is, how do i make this explode in the dop-net? I bring it in and have a tube object coming from below it to create the explosion fracture, but the pieces fall off screen since they are effected by gravity. When i add a ground collision object the TUBE object doesn't go though it and doesn't fracture the piece. My question is, how would I make it so the fractured object gets "blown up" with the pieces landing on the ground and so my colliding object can hit the fractured object without getting blocked by the ground. Thanks a lot for any help!! Any examples or knowledge of pre-exisiting examples/ tutorials would be awesome!
  8. A bit RnD with Pyro, smoke, fire and color advect. http://24eff.com/#Lets_play_Pyro
  9. Hey guys! This quick Flip Fluid R&D was aiming to create a fairly realistic Boat Riding simulation in a large scale water. The video contains a breakdown with some information about my system specs and my simulation settings. The end result didn't come out as good as I wanted to, since I wanted to have more particles and higher render settings, but I didn't have a lot of time working on it and my laptop wasn't able to handle more particles in the given time period I had for creating the effect. But all in all it was a good exercise and it was a fun little project. SOFTWARES USED: Houdini FX, Nuke, After Effects CREDITS: Animation, Simulation, Shading, Rendering and Compositing was done by Laszlo L. Ujvari aka. Myself Boat model was downloaded from 3dmodel.domawe.com Music: Zero7 - Waiting Line Thank you for you attention! Hope you enjoy!
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