Such Luck posted a new animation they created. Great stuff!
I do wish they would up their blogging game though….
Such Luck posted a new animation they created. Great stuff!
I do wish they would up their blogging game though….
Kinda had an idea to start doing my abstracts in environments so today I wanted to play with getting BG plates to work with the renders. Not sure if smoke helps or hurts though….
Felt like getting lost in a landscape for a bit instead of messing with the technicalities of Houdini. Spent most of yesterday and this morning working up this fantasy style landscape. D&D hidden grove type thing. Made in Cinema 4d with Redshift render. Started using Redshift proxies on this one but I kinda miss Octane scatter. That is a much better scatter system.
Todays doodle is brought to you from a failed animation. Way to much flickering to make it look good. But here are 3 frames from it that look pretty good.
Today’s Houdini Doodle is brought to you by being completely zoned out and just moving sliders around in a For Each loop. Really simple node tree on this one.
Messing around in Houdini last night and felt like doing some cloud work. Here’s the result of that.
I have been playing with this landscape piece in Houdini for a while now and finally got it to an interesting place. It’s my first landscape in Houdini and using Quixel Bridge has been amazing. It is integrated with Houdini in such a fluid way. They made it one click to import everything ready to go in Houdini and Redshift. I still struggle with so many little things in Houdini and take classes CONSTANTLY, so to just be able to click on a plant and have it import with scatter nodes and materials all set up is a crazy time saver.
Another little mental leap for me was being able to art direct the smoke how I wanted without bashing my head against the monitor for a day.
Did some post work in Photoshop of course. ;)
Just threw up two more galleries, one of random digital art pieces I have been doing and another one of a series I did called, “Insect Apocalypse”.
Was messing around with strands in Houdini and Redshift and came up with this logo concept.
Been kinda messing around with all sorts of things lately after doing a deep dive into Redshift. Worked up a vellum grains simulation in Houdini, a cityscape concept in C4d,a cat skull abstract piece and a more playful grapich coffee thing. Next deep undertaking is going to be doing more of a study on how to make abstracts in Houdini. Gonna dive into particles and messing with geo on a deeper level.
JoyStickDust_V2 from danklife on Vimeo.
Messing around with volume meshes in Cinema 4d today and came up with this little study. It’s fairly tricky to work with Redshift materials in the C4d window though. Can’t see a damn thing in the viewport. Just basically keeping adding shapes into the volume till you get the shape you want.
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.
Holy crap, started watching this last night and it’s freaking amazing. The CG is so next level.
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.
Great essay by Polyphonic on how the Talking Heads wrote “Once in a lifetime.” Such a great song…
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.
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.
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’ “