PDG Partitioner Nodes from SideFX Houdini on Vimeo.
This video will cover some of new the features added to PDG Partitioner nodes in Houdini 18.5. We'll begin by looking at the new controls for merging attributes onto Partitions. Next, we'll look at the Split by Attribute feature. The last feature we'll look at is Target Partitioning.
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The Rise of Molds from Beauty of Science on Vimeo.
The film records the growth of four types of molds used for food fermentation, namely Rhizopus, Aspergillus niger, Aspergillus oryzae and Penicillium. Captured by time-lapse supermacro photography, the growth of these molds is magical and charming, revealing a mysterious and gorgeous tiny world.
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Shing! from Deep Blue on Vimeo.
Shing! intro directed by Marcin Panasiuk for Mass Creation.
Keyframed, handcrafted, animated intro for retro arcade beat'em-up game Shing! from Mass Creation designed and directed by Marcin Panasiuk.
More about Shing!:
mass-creation.com
► Check making of on Behance: behance.net/gallery/102387493/Shing
► Watch Shing! Launch Trailer: youtube.com/watch?v=gXX19jfHg7k
Client: Mass Creation
Adam Chyliński
Grzegorz Kurek
Credits:
Director: Marcin Panasiuk
Producer: Monika Paćkowska
Animation Lead: Jakub Szczęśniak
Animation Clean-up: Mateusz Ciompała, Karol Szczepankiewicz, Bartłomiej Ogłoza
Backgrounds: Michał Sztuka
IT: Paweł Nurzyński, Tomasz Charewicz
Facebook: facebook.com/deepblueanimation
Instagram: Instagram.com/deep_blue_production
Homepage: deep-blue.com
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Post Apocalyptic Ruins | INTRODUCTION from SideFX Houdini on Vimeo.
ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
Explore the finished Level Builder asset and see how you can use it to create complete levels using a single curve. You can then peek into the tool to better understand how it works and how all of the pieces come together to create a rich game environment.
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Post Apocalyptic Ruins | Part 9 | Add Ruin and Decay to the Building from SideFX Houdini on Vimeo.
ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
To improve the destruction of the building, a system will be created to define the ruined parts of the building then place bricks around these broken areas. These items will be set up as instances.
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Post Apocalyptic Ruins | Part 1 | Create the Base Terrain from SideFX Houdini on Vimeo.
ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
In this video, the base terrain will be created for the project. Learn the basics of heightfields in Houdini and how they are used to make the terrain. Build a system that lets designers and artists shape their own levels quickly and efficiently.
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Bleeding Edge // Motion Design Package from Florian Baumann on Vimeo.
I was asked to develop a suite of assets for the new multiplayer online combat game “BLEEDING EDGE”. Together with Dazzle Ship I took the concept from art direction to the final stages of motion graphics production. This specific video is the main ident of the design package.
Client: Ninja Theory / Microsoft
ProductionDazzle Ship
Direction, lookdev, CGI & compositing: Florian Bauman
Music: David Garcia Diaz
Sound Design: Jamie Perry
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Neural Video Style Transfer Leveraging PDG | Manuel Koster | Houdini Hive Worldwide from SideFX Houdini on Vimeo.
Neural Style Transfer is a method of transferring a style of one image to another image using Machine Learning. Video Style Transfer also includes temporal consistency - meaning, there is no flickering inbetween frames.This project focusses on leveraging PDG to distribute work needed for the stylisation. It also gives an example of how PDG can be used to parameterize all kinds of processes to increase availability to less technical artists out there.
Manuel Köster is a Technical Artist/Director who has been working in VFX/Animation with movies such as Dr. Strange, Cpt. Marvel, Lego Movie 2 as well as Peter Rabbit 2. He recently switched to the Game industry and joined Crytek in an effort to enhance their procedural workflows. He has also been teaching Houdini for his previous University and online with his website shadesoforange.de
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Just the Tip(s) | Matt Estela | Houdini Hive Worldwide from SideFX Houdini on Vimeo.
Matt will present another round of quick tips to make your Houdini life easier. One of the great things about working in a big team of Houdini artists is the number of tips that get shared around. Everyone uses Houdini slightly differently, and the program itself is so deep, that almost every week someone will share a trick they thought everyone knew, to hear all the folk around them say 'Wow, I didn't know you could do that!'. The last collection of mini tips for beginners that Matt posted went well, so he's gone back to friends, co-workers, online groups, and made a fresh set of tips. This will be a mixed bag of stuff for beginner, intermediate, advanced, so hopefully something for everyone.
Matt Estela is VFX Lead in Residence at UTS ALA. He teaches VFX and VR as part of a Masters of Animation and Visualization. Matt also maintains CGWiki, a popular website for Houdini training, and has 20 years experience in 3D.
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PART 2 | Shaders & Textures in LOPS from SideFX Houdini on Vimeo.
TUTORIAL AND PROJECT FILES: sidefx.com/tutorials/renderman-shipshape-art-challenge-in-solaris/
In the first part, materials were built using Houdini's principled material which is then rendered with RenderMan as a USD preview shader. In this lesson, you will bring in actual RenderMan shaders then assign them. You will also learn how to build composite materials so you can render the same asset with both RenderMan and Karma. Creating and assigning texture maps using the proper PIXAR format is also addressed.
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PART 1 | Prep Assets in Solaris/LOPS from SideFX Houdini on Vimeo.
TUTORIAL AND PROJECT FILES: sidefx.com/tutorials/renderman-shipshape-art-challenge-in-solaris/
Learn how to ingest an Alembic file into Houdini then set it up to be used in the Solaris/LOPS context. You will learn how the USD Scene Graph is built and how you can use it to work with the either assemblies or individual primitives. You will assign materials then set up a camera and an environment light. Installing RenderMan is also covered along with how to use the RenderMan delegate to render the scene in the viewport.
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SIGGRAPH 2020 A Massively Parallel and Scalable Multi-GPU Material Point Method from Yixin Zhu on Vimeo.
sites.google.com/view/siggraph2020-multigpu
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Vellum Constraint Features | John Lynch | H18 Masterclass from SideFX Houdini on Vimeo.
This masterclass will cover new Vellum constraint features in Houdini 18, some of which are workflow enhancements. This includes automatically computing mass and thickness based on density, making it easier to work with geometry of different resolutions. Normalizing stress computations over substeps, will save you the hassle of having to adjust threshold values when changing substeps. For the new constraint features, there are Stiffness Dropoff, Tangent Stiffness, Stitch to primitive location, Sliding for Stitch and Attach constraints, and ARAP constraints which are effective for simulating organic material/softbody and things that require good stretching and compression behaviour.
Download scene files here: sidefx.com/tutorials/vellum-constraint-features-john-lynch-h18-masterclass
INDEX
00:03:58 use autocomputation of mass+thickness
00:12:04 Normalize Stress Computations
00:17:14 Stiffness Dropoff with Stretch and Bend Constraints
00:21:41 Tangent Stiffness
00:27:26 Stitch Constraint Enhancements
00:32:32 Sliding Constraints
00:55:22 Triangle and Tetrahedral Stretch (ARAP) Constraints
01:11:01 ARAP Constraints (Shelf Tools)
01:17:41 Tetrahedral Stretch Constraints with Plasticity
01:20:35 ARAP Constraints for Organic Behaviour
01:22:44 Tetrahedral ARAP Constraints
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H18 Quick Tip: PDG GeoImport Surface Operator from Particle Kabob on Vimeo.
This is a H18 Quick tip on how to use a TOPGeometry node to do for loop type of stuff. If you download the hip file you will also see how I used the new H18 Match Surface Operator to center geometry easily. The hip file can be downloaded from: drive.google.com/open?id=1PpI29hhMvnoLSv9waQfSrrWUUw44aFjM
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playa from 2cos3d on Vimeo.
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INDIVISIBLE - 2D FX Animation Reel - Nicola Finizio from Nicola Finizio on Vimeo.
Here are some of the 2D FX animations I did for INDIVISIBLE, a new Action RPG from Lab Zero Games!
I've been lucky enough to work with Environment Lead Artist Max Gonzales and his team to spice up their amazing backgrounds with some animated elements, go and check the final result!
All animations created in Toon Boom Harmony
Check INDIVISIBLE trailer (by Studio TRIGGER and Titmouse)
youtube.com/watch?v=H08y7_AFygU&t=44s
INDIVISIBLE is out NOW on PS4, XB1, Steam and GOG!
music: Indivisile (Main theme) - Indivisible OST
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Houdini 18 Sneak Peek from SideFX Houdini on Vimeo.
Just hit the play button already!
...then join us on our Youtube channel next Thursday, November 7 at 2pm EST for the H18 Launch Presentation.
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