1. Inspired by a 2006 siggraph demonstration by disney animation i have attempted to achieve similar results from within the sidefx houdini 12.5 cloth system here.

    simulating multiple layers of self colliding meshes can be challenging. this turned out pretty nice i think.

    learn a bit more about sidefx houdini here: http://www.cmivfx.com

    # vimeo.com/65282049 Uploaded
  2. http://www.cmiVFX.com
    this is another test inspired by a 2006 siggraph demonstration done by disney animation. i've attempted to reproduce similar results.

    here the goal was to use wires as colliders for a cloth simulation. considering that a wire / curve / line does not have much to collide with, well this was an interesting challenge.

    i am happy with the result. the simulation was only a few seconds per frame even on my poor old macpro.

    if you would like to learn a bit more about simulations or animation please have a look here: http://www.cmiVFX.com

    # vimeo.com/65282048 Uploaded
  3. http://cmivfx.com/store/460-Houdini+Directable+Particles

    this is just a fun little work product test created while in development of martin sawtell's cmiVFX lesson.

    the goal of this test was: guide the particles to the teapot without typical forces such as attractors. simulate the particles from VOPS to increase speed. next to emit said particles from a shader which generates geometry at rendertime. next, to test age passes and AOVs in exr format passed to autodesk flame.

    loads of fun working with cmiVFX. seriously.

    # vimeo.com/65364636 Uploaded
  4. Final asset resulting from raw scan data. Sculpt by eric, scan by lee and tunes by lily. (lily is amazing btw)

    Lee Perry-Smith of triplegangers.com offers some amazing high resolution raw scans. This short demonstrates my efforts to clean and process one of those raw scans. agisoft photoscan output the raw mesh via photogrammetry. zbrush 4r6 was used to process the mesh. lastly mari from the foundry was used to correct the color pass.

    final mesh is aproximately 6.8 million polys with a single 8k texture map.

    learn how to achieve similar results here: http://www.triplegangers.com/index.php/blog/cat/tutorials/post/tutorial-series-part03-01/

    # vimeo.com/85879774 Uploaded
  5. Here is a quick turntable look at the results from my efforts to clean a raw scan. The figure study scan data was created by Lee Perry-Smith of Triplegangers.com

    The chair point cloud was just too bad to merely clean. However, it was useful as a guide to model a new mesh. Photoscan reprojected the texture onto the new mesh nicely.

    Zbrush was used to all of the cleaning, Houdini for the stool modeling and Mari for all textures.

    Come visit our websites today!

    # vimeo.com/86805182 Uploaded

cg experiments samples demos


this is just a hole to toss my tests into. fun stuff.

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