I have always kinda kept my music and my art / work separate but I am kinda over that now. So anyways, here is a track I just mixed down from rehearsal last Wednesday. I experimented with a ton of side chain and parallel compression which I think helped get separation in the mix since it was all recorded live in the same room.
Was just working my way through a tutorial by Arvid Schneider and I got it kinda working in RedShift so I just wanted to through the results up here. Want to redo it all with a different object and styling but I was happy with this result. I need to figure out how to solve the Highlight flickering in Redshift I keep getting. Was a problem in the raven skull smoke animation as well. Really distracting…..
Just wanted to bang out something in C4d where I brought a smoke VDB object into it from Houdini. Did the cheesy neon and Tron thing just to get something happening in there. Hopefully I can be forgiven. It’s a Sam Prekop lyric that was going through my head on Sunday. Redered in RedShift.
The fun stuff first! Jeremy Wilkins of the band We Are Parasols did a lovely blog post on all the art work I have made for their band over the years. Check out the write up here, “ARTWORK BY DANIEL KOPTON (DANKLIFE) -OR- SPHERES, SKULLS, & LIGHT.”
I finally got a bit of time to start updating the portfolio as well and added a project we did for Sierra Nevada that needed landscapes and log cabins rebuilt. Pretty fun stuff.
Yesterday I wanted to get some smoke to roll down a sweep, interact with a object and then have some wind come in to clear the set. This is where I ended up and I’d chalk it up as a success. I did not get into lighting or textures too much because I wanted to focus on the sim mostly. There is also some annoying flicker in the textures I need to look into fixing. Then I brought it into Resolve 16 and dove into some of the nodes for the first time. The Fusion part of Resolve I think I can sink my teeth into. Interesting stuff in there.
K, got the animation to work. Man, I really dislike doing any kind of video editing. What a pain in the ass……
Still walking the road of smoke sims in Houdini and this is the latest still image from a hopeful animation. Maybe? Need to load it into Resolve and see how it works in there yet. Happy with the shape, color and movement. Torus with a mountain SOP on it for the smoke source.
K, this is kinda a big deal for me, lol! You can now load layered .EXR files into Photoshop with cryptomatte support. Free plug in! Now I no longer have to bounce renders through Affinty Photo. Cool stuff. Exr-IO 2.00
Been super busy with the work-a-day world but I was able to get a smoke sim built in Houdini over the past few days. Think that smoke sim is where I will be spending my time when I have the energy. Pretty happy with the shape and texture of this one. Learning how to art direct it is pretty tricky. Hoping to get into animations at some point but for now I’ll stick with still I think.
If you are wondering where in the hell the fluid source node went to in Houdini 17, The genius behind Applied Houdini already has a explainer video for you here.
“Essentially it's a Pyro Source SOP (set to Source Smoke) to create points, an Attribute Noise SOP to mess up the density values a bit, and then a Volume Rasterize Attributes SOP to convert the points into a volume that can be read into the simulation with the new Volume Source DOP node, which needs only to be set to Source Smoke to work properly…”