Houdini Doodle

And todays doodle sticks with motion blur as the primary component with some volumetric scattering added in.

Houdini Doodle: Motion Blur Study

After testing out some extreme caustics the other day, I kinda wanted to get into some crazy motion blurs. I made three different kinds of motions here to get these effects. The biggest hiccup I had was that my render window in Redshift was showing the blur but the final Render wih Mplay was not. Turns out if you have a motion vector AOV turned on, it won’t render out. Dunno if that’s a bug or not. But was odd to trouble shoot.

Houdini Doodles: Cassette

Just messing around with some clouds and voronoi fracture which was not really working for me. So I shifted it up and went into doing a caustics study which I like more. Works pretty good now in Redshift and renders fast.

Houdini Doodle

Some more water explorations going on and playing with displacement.

Houdini Doodle: Water and Wax

Was messing around with water and cutting it up into different groups for some abstract stuff here. Working with Poly to VDB and back, groupings, and the new SSS in Redshift, which I am really liking. So much easier to work with since the update to random walk.

Doodles!

Just some rando Houdini doodles messing with different systems. Nothing thought out or anything, just trying to mess around more with it.

Houdini Doodle- Cloth study

I am trying to do a deeper dive into vellum in Houdini when I catch a break between jobs and today I did a quick study on some cloth shapes that is kinda interesting. And purple. Very purple.

Houdini Doodle: Xmas Still life / cloth sim.

Today’s doodle was a vehicle for working on some more cloth sims. Particularly, draping cloth over a bunch of boxes to make that base shape. The rest of it is kinda meh, but whatever, it’s just a doodle, lol!

Houdini Doodle: Cloudscape

Todays Cloudscape doodle was a lot of back and forth with different settings for clouds. More info below the doodle.

I started with this tut, “Create the Beautiful Cloudscape and Render it with Karma XPU – Getting Started With Houdini ep. 8” using the newer Cloud SOP and Karma render but started to deviate pretty quickly. Couple of issues that I had. Karma kept hard crashing to the desktop, which was a bummer I have been trying to get more into it as a Redshift replacement but it's just too unstable. The Camera Focal Length in Karma was set to something like 50000 which is not real-world numbers so I have no idea what lens I am using. Very odd.

An issue with the tut itself, his use of the Cloud Noise SOP was heavy handed with the Element Size kind of blowing the shape apart. He also did not get into the Scatter Shapes or Flatten tabs on the Cloud SOP which are really cool. I also doubled the Uniform Sampling to get a higher resolution on the clouds. Could possibly double it again I think. Also, I did move the whole project into Redshift as well. (I can’t embed the video for some reason, it kicks back an error. Sorry about that.)

I used a lot of techniques from this tut on making a cloud generator, but interesting enough, most of what he covers is now baked into the Cloud SOP itself which is nice. Flatten, scatter etc…

And here is a screencap showing the difference between 350 and 700 Uniform Sampling.

Houdini doodle: Waves of Whiskey

Just messing around with some fluid sims and some materials.

Final render

Here are some screen grabs of other set ups and the final frame with the build out.