1. Houdini sim output to Alembic, merged into Cinema4D and rendered with Redshift3D. Many more things that could be tweaked, but not a bad result for about a day and a half worth of work.

    # vimeo.com/265923696 Uploaded 167 Plays 0 Comments
  2. I had made and rendered my entry as full HD 1920x1080, but the contest requires a lower resolution of 1280x720. Here is the full sized version of my entry for the 2017 X-Particles Challenge.

    Headphones are recommended for hearing the audio better.

    I used this XP challenge as an opportunity to dive further into 3D and force myself to expand my 3D knowledge.

    Video behind-the-scenes can be seen here:
    vimeo.com/247053620

    Notes:
    X-Particles 3.5 used to create...
    - Stalagmite geometries (via skinner)
    - Stalactite geometries (via skinner)
    - Water dripping from stalactites (via follow surface and mapping pull value)
    - Water pool on floor (via fluid domain)
    - Water droplets on POV helmet (via python initially, then spawns)
    - blue particle burst when wall is touched (via simple ring emitter and follow surface)
    - crystal growth (via radius mapping and constraint collisions)

    Houdini 16.5 used to create...
    - skull pile RBD sim in background of 20K+ skulls
    - hero skull RBD sim played in reverse (joined later with keyframe animation of it flying toward camera)

    Redshift3D 2.5.37 used to...
    - render entire animation except the blue trail overlay on the hero skull, this was done with C4D standard renderer.

    Syntheyes 1702 used to...
    - to track camera move.
    - to track flashlight object movement

    After Effects CC 2014 used to...
    - to composite, and color correct.

    Audio tracks used:
    soundbible.com/1999-Rain.html
    Rain Sound - Attribution 3.0(creativecommons.org/licenses/by/3.0/us/)
    Pwlae

    soundbible.com/1463-Water-Balloon.html
    Water Balloon Sound - Sampling Plus 1.0 (creativecommons.org/licenses/sampling+/1.0/)
    Steveygos93

    zapsplat.com/sound-effect-category/landslide/
    Landslide (named:nature_avalanche_rocks_debris_deep_rumble.mp3) - CC0 1.0 Universal License (zapsplat.com/license-type/cc0-1-0-universal/)
    Contributor : CC0

    zapsplat.com/music/gentle-ocean-waves-lap-amongst-rocks-with-distant-surf-2/
    Gentle ocean waves lap amongst rocks with distant surf 2 - Standard License (zapsplat.com/license-type/standard-license/)
    Contributor : ZapSplat

    Geometry elements:
    Skull - 3d Digital Doubles
    Character face (in helmet reflection) - Eisko Louise Datapack
    Space suit arm - Raoul Marks Astronaut v.0.2

    Render times (broken down by each element/pass):
    PASS---------------------------------------RENDER TIME
    Crystal 07.20 hrs
    Crystal Emission 01.40 hrs
    Crystal Emission Skull Hero 00.15 hrs
    Crystal Reveal Blast 00.10 hrs
    Crystal Reveal Blast Dust 05.15 hrs
    Crystal Shadow 02.50 hrs
    Helmet Curve 01.15 hrs
    Helmet Curve Refraction 03.20 hrs
    Helmet Face Refelection 11.22 hrs
    Helmet Water Drips 02.53 hrs
    Master Cave Skull Hero 14.30 hrs
    Skull Hero Cloth 00.02 hrs (C4D)
    Skull Pile 05.45 hrs
    Skull Pile Splashes P1 04.50 hrs
    Skull Pile Splashes P2 03.02 hrs
    Stalactites Water Drips P1 00.45 hrs
    Stalactites Water Drips P2 00.32 hrs
    ------------------------------------------
    58.11 hrs of RS render time
    00.02 hrs of C4D Standard render time

    Final composite 03.40 hrs
    ------------------------------------------
    61.53 hrs of total machine render time

    Not to mention the work time to test, build, iterate, troubleshoot, etc... I started work on this piece Nov.5th, 2017 and completed it Dec.7th, 2017. I'm soooo ready to move on to another project now. :)

    # vimeo.com/246362709 Uploaded 463 Plays 0 Comments
  3. I've been diving back into older VEX concepts, but trying to rebuild them from memory to better force my brain to remember how to do it. This was two infection algorithms crawling the surface of the Houdini pig geo. I had initially made some attribute changes to some scattered points to start two series of seed points, one @infected, the other @cured. Basically the cured points would over take the infected points within a threshold. When I added the material I liked the look of the rough versus glossy feel so I just left it.

    # vimeo.com/238238495 Uploaded 133 Plays 0 Comments
  4. In this version I finally colored the @infected different from the @cured points, so you can see them racing across the surface. I added a slight @battle attribute that would play with areas where the two met. The @cure attribute having a slight priority, so you can see in some areas that the red blips over to blue. It's subtle, maybe I'll try to flush that out more later. You'll also see some individual points just hanging out not doing anything early on. They just didn't meet the requirements of the search threshold, so they died before beginning. This is all experimentation to just force myself to get more comfortable in Houdini. It's a pain to memorize this stuff, so I keep repeating until I do remember it.

    # vimeo.com/238238481 Uploaded 113 Plays 0 Comments
  5. Another variant of a simple animation cycle and VEX mixture.

    # vimeo.com/221130518 Uploaded 108 Plays 0 Comments

Houdini Work/Experiments/Learning

David Torno PRO

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