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Houdini Used In Hollow Man 2


edward

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Says it all really!

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Yeah, this jumped out at me too.

I can very much say the same thing; on the Houdini tasks for My Super Ex-Girfriend, there was not one single line of code written for any of the fx systems. Not a single one.

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  • 2 weeks later...

Hey Guys,

Great article and I totally agree with everything those guys said. I loved the line about when it gets to the hard stuff Houdini can do 99% of the work without code and with maya MEL you are basically doing 95% of the hardwork in MEL and I totally agree with him its no fun!!!! lol I love Houdini its probably my favorite total 3D Animation package I just wished more studios used. Particularly in Atlanta. lol Ugh Its really not so funny. lol

Cheers,

Nate Nesler

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  • 4 weeks later...
Its as fast as renderman to render motion blur.... i assume

yeah, pretty much. kind of like renderman fast as opposed to mental ray slow. It tears through stuff which is actually motion blurring. =) Some other renderers Ive used (cough, been forced to use, cough) are having diffoculty in the motion blur department, and have been a huge pain to get nice blur out of.

We only had to post kludge the few shots where we wanted nice curvilinearly motionblured highlights. We took the render-everything-20-times-and-frameaverage-in-post route for the deforming meshes. (hi stu. :)) But that was pretty fast too. For particles we did it the hard(read math) way.

True curved motion blur would be nice.

Asa

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yeah, pretty much. kind of like renderman fast as opposed to mental ray slow. It tears through stuff which is actually motion blurring. =) Some other renderers Ive used (cough, been forced to use, cough) are having diffoculty in the motion blur department, and have been a huge pain to get nice blur out of.

We only had to post kludge the few shots where we wanted nice curvilinearly motionblured highlights. We took the render-everything-20-times-and-frameaverage-in-post route for the deforming meshes. (hi stu. :)) But that was pretty fast too. For particles we did it the hard(read math) way.

True curved motion blur would be nice.

Asa

Wow. Thanks, Asa, I hadn't thought about doing curved motion blur via frame averaging in post. Very interesting. :D In the past when I've encountered this problem, I tend to brute-force this via geometry. It was quite a pain in the rare and expensive at times... I'll have to give that a try when I get a chance to experiment with this approach. :)

-Alex

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