Krion Posted April 29, 2016 Share Posted April 29, 2016 Wow. true inspiration. Dit you do the 2D one (second from the last) completely in Houdini? Would love a tutorial on something like that. Quote Link to comment Share on other sites More sharing options...
RonaldAZ Posted May 3, 2016 Share Posted May 3, 2016 On 4/14/2016 at 5:27 AM, Spyrogif said: I love your work especially this,how was it achieved? Quote Link to comment Share on other sites More sharing options...
Spyrogif Posted May 5, 2016 Author Share Posted May 5, 2016 (edited) Quote Dit you do the 2D one (second from the last) completely in Houdini? Would love a tutorial on something like that. This is super easy to do. use any path you want (circle, line, lsystem,etc)>animate with a carve sop>use a copy node to make delayed copy. To make delayed copy just add a time node before the copy node input, use value like stamp("../copy1",time,$F) and in stamping paramater add time value with something like $F+$CY. It will add 1F time offset to the input animation) 2dwork.hip Edited May 5, 2016 by Spyrogif 1 Quote Link to comment Share on other sites More sharing options...
faculabo Posted May 6, 2016 Share Posted May 6, 2016 (edited) this is so awesome! genius Edited May 6, 2016 by faculabo Quote Link to comment Share on other sites More sharing options...
Spyrogif Posted May 7, 2016 Author Share Posted May 7, 2016 Quote I love your work especially this,how was it achieved? Deform a grid with the ocean deformer then use extra attributes like foam and cusp to extrude some poly on that grid. It's a good idea to normalize these attributes and send them to a ramp into vop just to fine tuning the effect. Quote Link to comment Share on other sites More sharing options...
Spyrogif Posted May 7, 2016 Author Share Posted May 7, 2016 2 Quote Link to comment Share on other sites More sharing options...
gemini Posted May 9, 2016 Share Posted May 9, 2016 Every piece is a great work. Nice. Quote Link to comment Share on other sites More sharing options...
Spyrogif Posted May 17, 2016 Author Share Posted May 17, 2016 5 Quote Link to comment Share on other sites More sharing options...
Cybernetix Posted June 24, 2016 Share Posted June 24, 2016 wow these are awesome! thanks for sharing... Quote Link to comment Share on other sites More sharing options...
mattak Posted June 24, 2016 Share Posted June 24, 2016 Cool only just came across this, Another Houdini GIF guy. Just followed you on tumblr. I accidentally got into Gif making back in December as it's a good excuse to publish (pump and dump) Houdini r&d experiments. I'm impressed with your retention of render quality though once you push it through the GIF making process, as this can crap-ify nice looking renders. A few I've made, I had to resort to keeping as video loops which in the world of Tumblr is a bit of #fail I know. some of my efforts: http://artkilldotcom.tumblr.com/ Though I'm not a Houdini GIF purist and also use Processing, AE, datamoshing, etc etc. Cheers. 2 Quote Link to comment Share on other sites More sharing options...
Spyrogif Posted July 10, 2016 Author Share Posted July 10, 2016 3 Quote Link to comment Share on other sites More sharing options...
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Popular Post Spyrogif Posted August 17, 2016 Author Popular Post Share Posted August 17, 2016 11 Quote Link to comment Share on other sites More sharing options...
jrockstad Posted September 3, 2016 Share Posted September 3, 2016 On April 14, 2016 at 5:24 PM, Spyrogif said: Love this one, great concept and beautiful, photographic composition. Where the trees made in Houdini, or Speedtree...? The wind effect is amazing, very subtle and natural-looking, could you share a bit how that was achieved? Quote Link to comment Share on other sites More sharing options...
Spyrogif Posted September 5, 2016 Author Share Posted September 5, 2016 (edited) Quote could you share a bit how that was achieved? In fact they are not so great. the lighting help a lot. A lot of self intersection. how do i model trees. add a line, point will be branching. Create a normalize value with those points something like @NormVal = fit(@ptnum,0,@numpt-1,0,1); Feed this value into custom ramp in spline mode. Make a lot of them for any branch parameter you want (lenght, width, rotation, noise,color, twist,etc). Deform this bone with any technique you like and multiply the deformation by this normalize point count value, use a ramp to make it user friendly. (to make the base static and the tip move a lot) Use this as template to stamp branches with your custom values. Repeat process for sublevel branches or use very simple l-system rules. Add a polywire to mesh trunk/branches (you can get back the width value you setup earlier)...add some simple textured quad to make leaf. Take a look at this website http://algorithmicbotany.org/papers/ it's not only about l-system, a lot of design/modeling idea i used come from here. This technique works pretty great to model stufs like spine/ribon cage, fishbones,feathers, bridges..... One more tip, when working with plants stuffs...they is some magic number. For example when you rotate branches around the trunck, try to increment each branches rotation around the trunck/bone by 137.508°. Basicly this is how speedtree work....make your own speed tree ! Somebody upload an free tree asset on orbolt, you should take a look. it's works the same way. Edited September 5, 2016 by Spyrogif 7 Quote Link to comment Share on other sites More sharing options...
eetu Posted September 5, 2016 Share Posted September 5, 2016 2 hours ago, Spyrogif said: In fact they are not so great. Hush. They look great - so they are great. Quote Link to comment Share on other sites More sharing options...
jrockstad Posted September 5, 2016 Share Posted September 5, 2016 Lots of great information there to chew on, thanks for the write-up! L-systems and plant / tree modeling in general is an area I've been interested in exploring more for a while so I think I should have a lot fun going through that Algorithmic Botany site. Quote Link to comment Share on other sites More sharing options...
Spyrogif Posted September 16, 2016 Author Share Posted September 16, 2016 You can now follow this on Facebook too. Feel free to subscribe. https://www.facebook.com/spyrogif/ Quote Link to comment Share on other sites More sharing options...
Spyrogif Posted September 17, 2016 Author Share Posted September 17, 2016 3 Quote Link to comment Share on other sites More sharing options...
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