Release

Took some time to work on a animation of the Raven skull. This is the first time I have animated anything besides a simulation in Houdini and key framing is much easier than in C4d for me. Need to practice camera moves and learn more about time ramping. Would like this to be way more slow motion but not sure how to go about that yet.

Creating a Snowy Forest in UE4- Breakdown.

Really interesting break down by Leah Augustine on how she created this landscape in UE4. A lot of interesting solutions in here.

“When creating the snow textures in Substance Designer, I also created a detail normal of simple noise that I used in conjunction with the base normal. I found that when you use subsurface you tend to visually lose normal information, flattening out your material. Since I knew I wanted close up shots, I wanted to exaggerate the normals a bit more to counteract this.

I personally think that a detail normal and subsurface scattering is what helped achieve more realistic snow for this project. Subsurface, in my opinion, really brought it all together. It helps give the snow better highlights around the edges and creates the appearance of light shining through it. Subsurface can be costly, but it does make a difference .“

I tried making some snow in Octane and C4d and failed tragically. Will have to landscapes another shot at some point.

Animated Last Post

Wanted to play with animating the last project I posted. It’s my first go at actually getting into a keyframed animation in Houdini. Everything else I have done has just been a sim. Actually getting into the POP network and keyframing it to behave how I was wanted was nice. Overall, Keyframing in Houdini seems pretty easy. No need for the Dope Sheet like in C4d to move keyframes.

Houdini and Vellum.

Taking a break from learning more about Houdini’s attribute nodes to do a short study with the new Vellum solver. I did not simplify the geo in this model or tweak it. Just dropped all of it into one geo node and Houdini delt with it rather well besides a few pointed points. The animation never comes to a rest but like I said, I just plugged it in and let it rip. Using RedShift for my render engine and learning that now as well.

Moving forward with the new year, I plan on posting my danklife instagram imagery here with a bit more back story for two reasons. One, I can add the backstory and direct link to any tutorials or resources used in the making of. Two, instagrams compression officially sucks major shit. Good lord, it’s terribad. I guess part three would be to replace the dumpster fire the danklife facebook page as well.

Mystical by Neil Burnell

Really awesome series of photos here:

“Nestled on the eastern slopes of the West Dart river stands a wood of dwarf oak trees. Once you walk into the tangled web of trees you are transported into a mystical world of moss carpeted boulders, lichens of all descript, finger like oak branches, all engulfed in a wonderful smell of earth and age. For millennia this small, mystical, stunted woodland has been held in awe and for many fear. Tales of Druids, ghosts, the Devil and a host of other supernatural creatures abound, some dating back to the long lost ages before man could write. Many writers have described the wood as being “the most haunted place on Dartmoor”, others warn that every rocky crevice is filled with writhing adders who spawn their young amidst the moss and leaf strewn tree roots. Locals will never venture near once the sun begins it slow descent over the nearby granite outcrops for it is when the dark mantle of night draws tight that the heinous denizens of the wood stalk the moor in search of their human victims. So be afraid, very afraid, as the wagging finger of fate warns you to stay clear and risk not your mortal soul in the ‘Wood of the Wisemen’ “

New Commisioned Poster Art

Just finished up a commissioned Poster for the Portland band We Are Parasols that I am super happy with. A bit of a breakthrough piece for me for a few reasons. This is the first fully creative piece I have made since recently switching to a new Windows machine from Puget Systems for my full time environment. The Mac be dead people, move on sooner than later. I also contribute the new PC workstation with helping light and build out this set since it is so damn fast. Full on game changer for me. So many more possibilities with a system that does not choke and crash in dense scenes. Another reason is it just looks super damn cool, wheee! Really happy with the feel of it.  I kinda had a breakthrough with Octane Render and understanding the node network and it's slightly quirky take on displacement as well.

Realism Studies

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.