1. Quick jump into using FumeFX for Maya! Creating basic fire and smoke and learning the fundamentals of creating fluid simulations in this tutorial!

    Please click like if you find this useful and please tweet or share this around! I'll buy you a beer, promise!!

    # vimeo.com/81765372 Uploaded 4,423 Plays / / 6 Comments Watch in Couch Mode

  2. In this tip video for 3ds max, we'll introduce Cebas Thinking Particles. We'll take a look in general to the UI, and some informations about the basic workflow to understand how to play with the rule-based architecture and how to create a simple particle system working on borning, speed, shape and force nodes.

    # vimeo.com/31780415 Uploaded 3,145 Plays / / 3 Comments Watch in Couch Mode

  3. Simulation Flow

    60m x 35m x 2m
    ATS : 0.7
    min steps : 1
    max steps : 7
    MVS : 0.14
    interior sampling : 2.5
    surface sampling : 2.5
    surface Bandwidth : 1.5cell
    droplet Threshold : 0.65

    MVS : 0.2
    snap & flow distance : 0.2
    flow vel :
    0.2 (under water)
    0.95(over water)
    min speed : 3.3
    min Churn : 0.2
    max depth : 3 voxels
    emit rate : 3000
    vel scale : 1.2 1.5 1.2
    vel jitter: 0.3 0.5 0.3

    Age : rand()*0.6+2
    interior sampling : 2.6
    surface sampling : 2.6
    surface Bandwidth : 1cell

    Age : INF
    interior sampling : 1.3
    surface sampling : 1.3
    surface Bandwidth : 1cell

    Surface Radius : 0.7
    Droplet Radius : 0.6
    Kernel Factor : 1
    Smoothing : 2
    Resolution : 2.2
    Auto-Decimation : off

    # vimeo.com/83428122 Uploaded 3,829 Plays / / 46 Comments Watch in Couch Mode

  4. made a quick test yesterday with the 0.3 alpha of HOT4D. Amazing Plugin!
    Foam and particles are a mix of TP/vertex map, rendered with pyrocluster and hair.

    download the plugin here:

    grab the scene file here: (R14)

    Thanks to Hannes Weikert for his help!

    # vimeo.com/57924940 Uploaded 29.2K Plays / / 63 Comments Watch in Couch Mode

  5. Relight a color pass in nuke by using a normals pass and point position pass generated from any 3D package.

    I'm using EXR images to encode both positive and negative values for normals and point positions, so make sure when you render from any 3D package to use 32 bit or floating point data.

    The color pass is simply a constant shader with a texture map applied.

    Nuke 6.2 should come standard with relight as a plugin.

    If you don't have the relight plugin for nuke download it from here:


    also try here:


    # vimeo.com/30995867 Uploaded 10.5K Plays / / 10 Comments Watch in Couch Mode


Houdini Waterfall Tutorial


Houdini Waterfall Tutorial

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