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Found 6 results

  1. Hola I designed a procedural method to building thousand of hard surface modelling piece, scifi look like those below and could fit together like a puzzle. Okay, that's cool and working. In the old time, i remember when using max for example i was able to use "reference" (not instance) where all downstream nodes were shared but the referenced piece B from model A could also have an additional node on top. Like for example deformation, creep and so.. I realize im missing how to do this in houdini and if it's possible. I design my pattern in a flat plane, then i will wrap it using Creep or VEX by UV. but only this part will be different. Hopefully my words are clear enough, are they ? Cheers ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  2. Hello After my voronoid fracture (with Manhattan approximation) , i will like to give each cell a different ramp attribute to drive and build my displacement. Like in substance. I have trouble to implement this in vex directly, and i want to use the lab ramp. I unlocked the had, but once again ,i failed to drive the circle prim arc value with my attribute generated before, unique per piece. i definevely have trouble with that, to drive my local variable with a attribute @.. I could do in a transform by using : point(opinputpath(".",0), $PT, "fRotationAngle", 0) but not in the subnetwork of the lab gradient tool... it doesn't recognize my attribute... it's what i wrote below Any idea for a fix, or in a brute force vex approach please guys? cheers, vincent* @konstantin magnus
  3. momposina

    Nekiya

    Hello, I'd like to share a shortfilm that I've been working on for the last few months. It is set up and rendered entirely in Houdini; whilst some 3d models are drawn in other bits of software, the majority is procedurally drawn and the outliers also tend to undergo transformations. Strictly no 2d effects, everything is simulated spatially within the scenes (this is part of an ongoing practice ethos of trying to understand all geometry in 3d and render a fully composited shot). I am very excited to continue to develop and unpack a lot of the systems that have been built for this project. It would be great to get some feedback, thoughts and criticisms from this community. I hope you enjoy. LINK: https://vimeo.com/446918887 Cheers, Egmontas Description: Nekiya is a short film that constructs a spirit realm as a reflection on the naive hypothesis for the existence of ghosts. Who has seen the spirits? Neither I, nor you. But when the invisible weighs upon your chest, the spirits are reaching through. Let the spirits emerge and let Spookiness be true. As Spookiness has an overwhelming desire to meet Soba, she anxiously struggles to determine her place in this delicate world full of occurrences at the edge of her perception and control. Soba begins to doubt the verity of not only her constructed memories, her tears, but the seemingly indeterminate nature of her body itself. Spirits emerge as three-dimensional entities with embedded spatial, material and behavioural data that characterises their potential and inherent constructional capacity within what we can now determine as our multiple realities. These spirits are a consequence of procedural logics that inform both simulation and translation in a digitally pliable universe. Nekiya is the hypothesis of a haunted space of spectrality; it is an episode in the search for a practice of digital poetics.
  4. Hey guys, Wanted to share a setup I made generate procedural robots, here are some renders: Will post some more tomorrow, drops automatic geo from one shape and obj model as silohuette Cheers!
  5. http://cargocollective.com/pedrokobuti/Routine
  6. We are a private and non profit Fan-Film Project, based on the popular TV series Stargate. Our Fan-Film is produced in Brandenburg (East Germany), near Frankfurt an der Oder. We are currently looking for reinforcement in the area of Post-Processing. These include: - 4K Textures - 3D Matte Painting - Compositing - Rotoscoping - Color Grading The whole film is cut a length of 25 minutes and is based in two languages ​​German and English. Facebook: http://www.facebook.com/stargatesf.de Teaser: A Premiere for the Film is planned on the Fedcon in Düsseldorf. (http://www.fedcon.de/en/) The Deadline for the Project we have planned for The 19 of May. The Project achieved no profits with this Film. This Film is being implemented by Fans for Fans. A fee can not be paid, that Material can be later use as a Reel and of course there are Credits in the Film. This Film is then nationwide and around the World go around in the Scifiction scene. That's why I created the film bilingual in German and English. If you are interested in helping us, Contact us here or under the following email adress: puerto-tabako@web.de The Special Forces Team
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