Just wanted to work on a quick daily messing around with layered materials in RedShift Houdini.
Did a bit of scatter of smaller spheres as well which I need to look into how to UV. Not too sure on how to use Particles in Redshift yet.
Wanted to dive a bit into simulating with vellum so here is a pretty simple set up with a heart “balloon” type thing tumbling down some stairs.
Ran into issues with the normals flipping a lot in redshift but not the viewport. Still not really sure how I solved that issue, it just kinda went away as I was futzing around with nodes. Here is a screen shot of the Heart Geo node showing how the dynamics were wired.
Nothing fancy going on with Redshift at all but I am finding it a bit more interesting to use than Octane in Houdini at least. Not using it as much in C4d. But that is where I do “work work” and not just play with Ideas and Concepts. Now that I look at this screen shot, I should really have a Null in there…..
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.
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’ “
Been wanting to shift more into Houdini and Redshift lately and this weekend I had a little time to test out some particle tracers. Houdini just gives so much more control then Modo or Cinema 4d when it comes to FX, the little details really make the difference. It is rather difficult to parse though. Not a easy switch at all.
This might be shaping up into a actual series. Working on a Bee piece next.
Tell all documentary on modern skateboarding. ;)
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.