1. ED AWARDS 2015 Teaser / Hourglass Houdini Technical Breakdown


    from Georgios Papaioannou / Added

    904 Plays / / 6 Comments

    A small technical breakdown for the hourglass shot of the European Design Awards 2015 Teaser, for all the Houdini users. Watch the full teaser here: https://vimeo.com/118700816

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    • UPC 3X Sneller


      from CyBear / Added

      12 Plays / / 0 Comments

      In this commercial, CyBear created after some heavy R&D the particle systems and most of the dynamics controllers. We also worked on the lighting, texture mapping and a few of the animation blocks. Art Direction and Post Production was in the capable hands of Kreukvrij.

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      • C4D Proceduralize 01: How to optimize your imported scene with instances


        from Orestis Konstantinidis / Added

        1,035 Plays / / 10 Comments

        In this tutorial we will see how we can use native tools to optimize an imported scene of raw data, into a procedural setup that can make our workflow more efficient.

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        • European Design AWARDS 2015 / Teaser


          from Georgios Papaioannou / Added

          1,432 Plays / / 6 Comments

          Responsible for the hourglass and sinking cube shots. All geometry was created on 3ds Max, imported to Houdini 13 with Alembic for simulation. Exported (again) with Alembic to 3ds Max for finalizing. Special thanks to Tony Zagoraios for the invitation and of course to all the talented people involved. ----- Official Website: http://europeandesign.org We were invited to create the teaser for the European Design Awards 2015. Mainly inspired from the black and white colors of the updated logo, we decided to create a poetic and lyric storytelling moving image. A visual representation of the magical journey that each creative person is following to make any idea happen. The Light... The Darkness.. The Artist. Director/Art Director: Tony Zagoraios Motion Designer: Tony Zagoraios 3D Supervisor: Costas Fatsis 3D Modelling/Lighting/Texturing: Stavros Karagiannis, Orestis Aleksiewicz, Angelos Roditakis Character Rigging/Modelling: Angelos Roditakis FX Artist: Georgios Papaioannou Compositor: Rousselos Aravantinos Graphic Designer: Chris Golfis Additional 2D Animation: Giorgos Eleftheroglou Music Composer: Ted Regklis

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          • Intermittently Intertwined


            from bobwhitemedia / Added

            25 Plays / / 0 Comments

            Music video for original song. Created in Maya/Ableton Live > OpenFrameworks > Resolume Avenue > Avermedia Game Capture. Track composed in Ableton Live and video recorded real-time. The OpenFrameworks app uses the ofxAlembic addon to animate alembic(.abc) on MIDI note triggers from Live. Midi clips drive the animation. Minimal effect chain in Resolume to polish. Enjoy!

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            • Alley Flood


              from Colby Winfield / Added

              First round of tests. I'd like to change the camera animation, significantly increase the particle count, and somehow figure out how to render these darn things in Houdini. If someone might point me in the right direction that would be great! I'm thinking of meshing the particles using the alembic toolset inside houdini, but I'm at a complete loss as to how to correctly render the whitewater simulation.

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              • Turbine Engine Explosion FX Shot/RnD- FumeFX & AfterBurn


                from NiallHornVFX / Added

                1,191 Plays / / 12 Comments

                Like my Littlebird Crash Shot this project started but then got left behind eariler this year, I'm working on finishing shots for my Reel now and with the run up Christmas I thought it was a good time to finish this shot. Initally I was planning to directly copy the Avengers Weta Digital Shot, but I mainly used it for reference. I wanted to show of my latest Fume Skills in this shot. The Basic model of the engine was made in under a day and then using the Greeble Plugin (How awesome is Greeble!) to add detail onto the basic model. I've never done as many iterarions of Fume sims before for a shot, only the best ones are on the Breakdown. I used 4 Grids, 2 For the Fireballs- Main and Secondary Explosions both using Colour Caching, and the Thrid and Foruth were the smoke trails, and the firey smoke streamers. The Sims were quite hires, the main Fume pass took over 15 Hours to Render. I used Afterbunrn for the 3D Clouds, proably some of the best looking ABurn clouds I've ever done, Fume is much better for detailed Clouds, but for the project I think they work well! There is actually destruction of the engine under the smoke, I even added internal wires and deforming rotors, but all that is hidden. ! Rendered with V-Ray, Comp'd in AE. Blog Write Up: http://niallhornvfx.blogspot.co.uk/2014/12/turbine-engine-explosion-personal-fx.html Thanks -N

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                • Houdini FLIP shark & sealion splash - Vray / 3DSMax render


                  from Paul Parneix / Added

                  1,552 Plays / / 15 Comments

                  Practicing FLIP sims in houdini, doing some tests about rendering in Vray. Core fluid : 10 M particles Whitewater : 0 - 40 M particles Mesh : 5M polygons Ocean mesh and particles loaded as alembic with vray proxy Mist pass rendered with krakatoa, particles imported from houdini as .prt. Comp / Vector blur done in Nuke. Need to fix some flickering and remove FLIP splash particles before meshing. Thanks to Carlos Parmentier for the Shark / Sealion animation (and for his awesome work), and to all my friends who helped me to start with Houdini :) Thanks for watching :)

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                  • Alembic [ 3 miniatures ]


                    from Darien Brito / Added

                    290 Plays / / 2 Comments

                    Alembic is an Etude on VFX grouped as a set of miniatures. It was developed in the span of two weeks as a way to teach myself the rudiments of fixed motion graphics. The original format is: Full HD video (1920x1080) 2.1 channels

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                    • Houdini Destruction to V-Ray


                      from Graham Matthew Collier / Added

                      7,526 Plays / / 59 Comments

                      Houdini Destruction Geometry, Debris and Particles all exported to Alembic files and loaded into V-Ray in 3DS Max as Proxy objects. Multi-subobject grouping works using following format ( _0,_1,_2,_3). Pyro simulation was converted to VDB and then VDB files loaded into PhoenixFD. All rendered in one pass with full GI, motion blur, DOF. I used V-Ray sun and sky as lighting. Average render frame time was about 15mins.

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