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2 New Movie Trailers Where H Was Used


Rafal123

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effects I think but I'm not sure 100%,

I've found that guy --> http://www.cgijedi.com/index.html , use H and he is currently at BlueSky, so... U know... big chances H was used in IceAge2

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By no means does it mean that they're getting him to use Houdini over there. I haven't heard of BlueSky using Houdini much. I wonder if they've started to use it lately?

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I've found on Wiki page, BlueSkyStudios is on the list - Companies Using Houdini

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I know for sure that blue sky isnt using houdini... I think they have their own properitory software along with maya....

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  • 2 weeks later...
  • 4 months later...
Houdini was not used on Ice age 2.

I'm using the apprentice version at home like you guys :)

As for the story... if you really want to know, then send me an email.

Rock On, Everyone !!

I saw the effects omlette sketch at Siggraph with the Blue Sky splash tool, but missed the first 10 minutes or so so I think I might've missed some important background information. The tool was really great, but the presenter kept talking about balistic arcs and balisitc paths, saying there were no goals used in the systems, just these balistics. What are these paths and arcs? Literal paths as in splines with attributes to direct the particles or what? It was really cool stuff and I'd like to try to replicate such a tool in Houdini.

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I saw the effects omlette sketch at Siggraph with the Blue Sky splash tool,

I missed the Effects Omelette but at the Splish Splash sketch they were using splines to compute the surface detail by layering them together to increase complexity, easier to add or remove one etc., they were calling them waves. Maybe the balistic stuff was getting info from their surface sim?

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Jack meant that the motion is first keyframed and then the particle simulation fills in the gaps.

I was used to simulations and expression based solutions so it was a real eye opener to me as well.

-A

I saw the effects omlette sketch at Siggraph with the Blue Sky splash tool, but missed the first 10 minutes or so so I think I might've missed some important background information. The tool was really great, but the presenter kept talking about balistic arcs and balisitc paths, saying there were no goals used in the systems, just these balistics. What are these paths and arcs? Literal paths as in splines with attributes to direct the particles or what? It was really cool stuff and I'd like to try to replicate such a tool in Houdini.

What you are talking about is called "WaveSynth". It is "...using splines to compute the surface detail by layering them together to increase complexity, easier to add or remove one etc..."

There was no information exchanged between the particle splashes and the waveSynth surface.

-A

I missed the Effects Omelette but at the Splish Splash sketch they were using splines to compute the surface detail by layering them together to increase complexity, easier to add or remove one etc., they were calling them waves. Maybe the balistic stuff was getting info from their surface sim?
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Wow,

I just got my siggraph 2006 dvd set and the quicktime movie of the "Directable Simulation of Stylized Water Splash Effects in 3D Space" is really outstanding.

Houdini definately seems like a great way to implement this style of system, I'm wanting to do something very similar with blood ie.

Mike, if you make any progress, would love to hear how you were doing it.

Christian

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I just got my siggraph 2006 dvd set and the quicktime movie of the "Directable Simulation of Stylized Water Splash Effects in 3D Space" is really outstanding.

Where would one go about acquireing said dvd set? I just looked at www.siggraph.org and couldn't find anything about 2006 dvd's

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