Been deep diving into Houdini for the past couple of weeks testing out render engines and various other things. Trying to learn a bit of VEX and understand the attribute node and all that stuff. But yesterday I had a brain meltdown and just wanted to make something in C4D and Octane without breaking my brain. So I messed around a bit with the new Volume and Voulme mesher. Check out how the surface kinda glitches out and “breathes’ a bit. No idea what is causing that, lol! I also wanted to post this here because instagrams quality is really going to hell it seems. I can’t even see the scratches on it.
After much thought and weighing of options I have decided to do a deep dive into Houdini and Redshift and see what I can start doing in there. I am getting frustrated with doing sims and then figuring out how to export them from Houdini, into C4d and then render with Octane. Going to try to just get it all working in one dang place.
The possibilities are super exciting and with the speed of Redshift I can see myself having a easier time with look dev. Doing some basic tuts to start and rehash the basics then moving on to more advanced stuff hoping to absorb some of it. Hopefully I’ll start posting Houdini made abstract skulls shortly, lol!
Starting with these two series to rehash the basics and get some particle work going on. Then I want to revisit Applied Houdini again. I got through the first two working on my smoke sims but got in over my head. So a recap on Houdini and then a deep dive into smoke and particles. That should cover the next few months!
Been focusing more on my realism with CG lately and wanted to post a few different pieces using Physical Renderer in C4d and Corona Renderer. If you follow me on Instagram you may have been seeing these trickle in. Lots of little differences between the two render engines. The light plays a bit more subtle with Corona but Physical can hold it's own once you tweak the GI a bit. Corona gets the "Flare" of sunlight with shadows way better. Corona is really plug and play, no tweaks from the defaults at all but the materials are a bit different and it crashes Team Renderer every time. So it is not production ready as of yet. Interactive render is very responsive, but save often. Physical gets some really nice details and the Multi-Pass is less glitchy.
Right now in my head I think for stills I would use Corona and for anything needing animation I would use Physical but I got this feeling I can get more out of Physical yet. Anyways, check em out.