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Thursday, December 17, 2009

more smokin !

complement displace (along normal affecting only P, not N)
scale -.5
amp 1
defualt shader noise on
complement displace (along normal affecting only P, not N)
scale -.5
amp 1
defualt shader noise off
complement displace (along normal affecting only P, not N)
scale -.5
amp 2
defualt shader noise off
complement displace (along normal affecting only P, not N)
scale .5 - displacing the wrong way ?
amp 2
defualt shader noise off
displace (along normal affecting only P, not N)
scale 1
amp 2
defualt shader noise off
complement displace (along normal affecting only P, not N)
scale 1
amp 2
defualt shader noise off
complement displace (along normal affecting only P, not N)
scale 2
amp 1
defualt shader noise off
complement displace (along normal affecting only P, not N)
scale -2
amp 1
defualt shader noise off
complement displace (along normal affecting only P, not N)
scale1
amp 1
defualt shader noise off
complement displace (along normal affecting only P, not N)
scale -1
amp 1
defualt shader noise off
displace (along normal affecting only P, not N)
scale 1
amp 1
defualt shader noise off
displace (along normal affecting only P, not N)
scale 1
amp 1
defualt shader noise on

no displacement
defualt shader noise on
no displacement,
no noise,
only vorticle action



pyro defaults:
you can see a bit of grey smoke forming from combustion over top of the fire
no scattering here
some lights instanced onto points in the fluid would be cool :)

Sunday, December 13, 2009

plasma

At Cutting Edge, I worked with TD Robert East - http://tenmenmarching.com
and VFX superman Steve Anderson, and producer Jo Gregory, to create
some 'plasma - in a belljar' type visuals for an anti-smoking ad.

I used some post processing on my renders to help the Flame operator
compile the layers into the finished product.

Our plasma was then driven by audio files to give the illusion that the plasma was energized by the voice of the actor.

Saturday, October 10, 2009

PBR test


3x3 pixel samples
standard glass shader
PBR render,
VEX GI_light with 32 samples
13m45s on a dinosaur computer


6x6 pixel samples

Rangi Sutton's test scene

Sunday, September 27, 2009

Sunday, May 24, 2009

working in Melbourne



well we cant use Houdini ALL the time....shame...but im having a long awaited excursion in Maya now.

lots of information to come....if only i had time.

future topics could include:

fur/fur card generation in Houdini and transfer to Maya for rendering
  • with the new service pack from Maya, we can import vertex colours through FBX
  • in Houdini - the normals on the fur can be blended into the normals on the skin for better fur to skin blending
  • LODs on fur cards
grease and Mud with nParticles in Maya and Houdini
poly + voxel Dust in Houdini and Maya

rendering with nParticles from Maya Unlimited- on Maya Complete !

Mel script and equivalents in Houdini
  • in this production i learnt a bit about Mel from Pawell Grochola (Dneg)
    , Joe Leveson (FrameStore / RSP / Fuel) and Jess Curtis (Fuel)
we used scripts for :
  • generating Lighting passes, and rendering FUR geometry
  • importing and exporting scene assets / general scene mangaement
  • importing obj sequences and animating the visibility like stop-mo

soon....

Wednesday, February 11, 2009

Houdini Fluid test



early days...stuff i can improve on right away:
a reflection / environment map.

more resolution in the mesh / smaller fluid particles.

nicer render- ie a cyclorama - i have an asset for this !
shadows - a wet map. This could be created manually from a top down render
or there must be some procedural method - proximity between the fluid mesh and the
collision plane maybe affecting point colour...like an Amb Occlusion pass ! :)

to far too long to render on my old, old machine :)

Monday, February 9, 2009

Maya nParticles Tests

2nd nParticle anim in maya
with cache sped up 10 times.



fisrt nParticle anim in maya

Monday, February 2, 2009

Maya PLE ncloth tests

well it has been a REALLY long time since i played around in Maya,
what ami doing in Maya anyway ?! I have to do some comparisons.
Im also keen t investigate Maya and Houdini translation techniques.


4th test
tshirt



3rd ncloth test
sphere pulls the cloth around via a
constraint and collides with it




2nd n-cloth test, the torus has 2 'point constraints' on it
as well as a collision relationship with the cube and a noise field
turned on in the n-cloth solver.



1st test - one point constraint and a noise field in the solver






Monday, January 12, 2009

sidefx - ICE ! :D part 2


The tricky thing about this, is its all procedurally built from a line.
A spline goes in - and this comes out ! Rendered out with takes and comped in COPS.

Sunday, January 11, 2009

Friday, January 2, 2009

random lines


This was an interesting little bit of play :)

I started with a sphere, randomised the points - then with a point SOP,
lay a line over the points using the second channel - essentially shifting the line's points to those of the sphere. Then i converted it to nurbs and back to polys to smooth it out, and then added a few effects in COPS - voila !