Smoke Study: Houdini and Redshift

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.

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.

Quick Coffee Time Study

Just trying to spend more time with Houdini and Redshift this morning doing a quick study while having my morning coffee. Seeing what I can make in a limited time and just getting in the habit of it. Not anything fancy, just learning but I did come up with a nice little jack to object merge the particles out of the sim so I could texture and size independently.

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.

Attributes / POPs from Images

Little daily render based off of a Nine Between tutorial, “Houdini Tutorial - Nodes Part 1: Attribute Nodes”. Rendered in RedShift. Might try to run a animation of it later. I can not recommend delving in Attributes and VEX sooner than later. This set up is shockingly simple.

Red Shift Layered Materials in Houdini

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.

More Houdini and Vellum

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…..

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.