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VencentMarfo Aug 23
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Nikola Damjanov Aug 21
Here comes crimson tide, so take my advice, don't bother to hide, it hits you twice!
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Kim Cameron Aug 23
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Tapeless Topaz Aug 23
I was rendering this last night for 7 hours - It feels a bit not worth it as far as time but the motion is unbelievably smooth. At times it's like a particle, other moments it looks like fire or fluid and that's exactly what I was trying to capture.
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Jake Rice 5h
More mosaics, this time with some special voronoi cells instead of regular rectangles.
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Tapeless Topaz Aug 20
Here's one of the techniques I had been working on lately - It's the pyro simulation that's been mapped onto a polygon and displaced - Here's the animation and I'll provide details in the replies
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Yudai Tamamura Aug 21
Some shortcut keys for modeling work. Viewport Subdivision ON: + key Viewport Subdivision OFF: _ key Make Circle: Press "Shift + C" on viewport
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Ana Carolina πŸ”œ Zbrush Summit Aug 18
Friends, let’s talk about Houdini: How do you use it in your workflow? How was the learning curve? What are the features you are the most excited about? I really appreciate any comments as I embark on this new adventure ☺️
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Jafet Noriega Aug 23
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Tapeless Topaz Aug 21
Here's the render from last night animated - again a pyro sim loaded into a set of COPS nodes and this time processed out to an exceedingly simple gradient shader and heightfield
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Jafet Noriega 22h
Too much pyro on rooftop.
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Ata Mutahar Aug 18
this is how i promote all my parameter quickly instead of one by one.
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LucentDev Aug 22
Hello world, here is some early prototype gameplay I'm working on for Lucent!
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Magnus Larsson Aug 17
When something is on your mind long enough you have to test it right ? Raymarched explosions in because...
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Olav Bergsvik Aug 21
Projecting strokes onto mesh for boolean in Houdini :)
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Alan Ed Dodds Aug 20
Houdini desperately needs a UI refresh. It's incredibly powerful, but the iconography, and look and feel, is so dated.
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Tapeless Topaz Aug 22
Replying to @GAK
Here's .02 divisions and a lot more detail because of that 10x increase in resolution -
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Tapeless Topaz Aug 22
aiming for some fire that spreads like water next - here's a pass of the simulation at 0.2 divisions of a volume that's 5x5x6 - rendering now at .02 divisions and then I'll pass it to particles or as a force for another sim
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Tapeless Topaz Aug 21
Replying to @GAK
And um holy crap this one is beautiful at the end...
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Tapeless Topaz Aug 22
Replying to @GAK
The pattern shifts in a circular motion all the way up and down the pyro volume. These are velocity forces so what we're seeing is the velocity in the volume irrespective to the density or objects being advected. TLDR it's a form of noise that creates billows
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