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Toms "Learning Houdini" Gallery


Thomas Helzle

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"Structures 3"

One more in the series, trying a different way to create the basis for the voronoi in Core:

Structures3.thumb.jpg.f1b1a17b680710d496fe0598910e51ba.jpg

Again, rendered in Octane. The "medium" created a lot of render errors, fireflies and extreme noise, so I treated the result in PS & Lightroom and made the flaws into an integral part of the result. The "grit" actually turned out nice! ;-)

Encountered more bugs in that polyextrude node, not only with the local transform but also when doing insets with a local attribute controlling it. I hope to pinpoint it better to report to support...

Cheers,

Tom

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  • 2 weeks later...

"Radial Audio"

Two tests to see if I could finally grok chops for Audio. Those could really really really use some love, the potential for great stuff is there but in it's current form it's rather clumsy and feels totally outdated.

RadialAudio.thumb.jpg.bda9efb748e761de4e2a0a322aff9577.jpg

 

RadialAudio2.thumb.jpg.1dfe5014921b2970409d459b38f7337b.jpg

Inspired by the great work of Simon Russel, also with Houdini and some of Gmunks projects with radial systems.

Cheers,

Tom

 

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"Toms Knitting"

... And of course I did the latest Entagma tutorial too ;-)

I wasn't really happy about the very involved boolean solution though, so I came up with a much faster and simpler one. It's meant for rectangular UV patches only though.

Knitting.thumb.jpg.61315e8f1c1b3b87b8e2374c6b5c8fab.jpg

The alternative weaving style was contributed by Konstantin Magnus on Vimeo, for the strand multiplication I used the great Aelib tools.

Cheers,

Tom

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"Up into the Light"

2560x1600 - makes for a great wallpaper (if I say so myself).  :-)

UpIntoTheLight.thumb.jpg.c48aa224cb7457fdf7c426907443dfb1.jpg

Nitpicking: It seems Redshift could use some work on the convergence of it's noise patterns. Even with (insane) 8492 samples  and an error-threshold of 0.00025 the DOF is still pretty grainy, although the defocus is not very strong. I rendered this at 4000x2500 originally where it's even more pronounced. It feels the same when using RS's progressive rendermode - where Thea Render clears up noise pretty quickly, RS never seems to get anywhere in that mode. For stills, I often prefer progressive rendering since I can simply let it cook until it looks good...

Cheers,

Tom

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Not being convinced by the approach Entagma took for their quad-tree tutorial, I changed it from using a radial distance search to a min-max evaluation in each direction, so I'd catch all the points and compiled it. While working on this I did some test images:

Crown_WhiteRoughTrans.thumb.jpg.f6e7cf57f5726d325a346511d5a1461f.jpg

 

SpaceDivisionFlatTwist2.thumb.jpg.7a49e6622d86f890c8a4ef3e6b3bb123.jpg

 

Spacedivision_AND_v001.thumb.jpg.e0ac58c1b5158126e6a641164f11d763.jpg

 

 

Spacedivision_AND_GROW_v001.thumb.jpg.4b2cb3bcbfff5ad5094be599362da037.jpg

 

SpaceDivision.thumb.jpg.4e64ca02de635b413baccdba1e0ff085.jpg

 

All rendered with Redshift.

Cheers,

Tom

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