1. sticky gum render


    from Zybrand Jacobs Added 2,571 224 13

    Another test with my VEX based stick and release setup. This time combined with the breakable constraints on the grain solver. Cleaned op the code a little bit but it is still the same setup as the sticky pighead video:https://vimeo.com/134355607 opengl captures: https://vimeo.com/137077170

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    • Heart Animation - Houdini


      from Mayankesh Ranjan Added 505 11 1

      I was approached by my client to do a medical animation video which had 8 shots. This video was to show stent placement during plaque growth. Plaque hinders normal functionality of heart. This was the first and opening shot. For animation, I used FEM in Houdini over manual animation to get organic and photo realistic effect. Rendered in Mantra, textured in Mari & compositing done in Nuke. Music: Human Detection by Sebastian Watzinger

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      • Houdini POPs and PYRO Magic Mist 060


        from Haus of Doom Added

        Doing some render and mantra shader tests for an upcoming package. TBA Simulated in Houdini, rendered in Mantra and comp'd in Nuke. (I also did a version comp'd in Fusion, but I'm not a fan of Windows shortcuts so I switched back over to Nuke Studio for Mac OS.)

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        • Shoot wall Houdini


          from Anatoliy Habarov Added 35 0 0

          Pyro FX, Houdini, Procedurial modeling, Particles

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          • Om Shanti Om/Chant for Gaia


            from Alice Marie Added 4 0 0

            Singing for peace and Mother Earth. Music and photos by Alice Marie.

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            • Houdini FX 14 PyroFX and FLIP Fluid simulation - Fire vs Water scene


              from Andrea Cantelli Added 32 0 0

              I used the PyroFX and the FLIP Fluid tools to create a fire vs water scene, it took me awhile to render due to the enormous amount of particles. Some info: - Software used: Houdini FX 14 - Render Engine: Mantra with Physically Based Render ( PBR ) - Resolution: 1280x720 px - Frame Rate: 24 fps for 143 frames - Particle Separation for fluid: 0.04 - Fire cache time: 2 minutes and 30 seconds - Water cache time: 7 hours and 30 minutes - Render Time: 1 day and 3 hours ( 27 hours )

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              • Mantra Layered Shading. Pt.2 Layered Subsurface Scattering.


                from Igor Added 137 17 0

                It is possible to mix different layers of subsurface scattering such as single, shallow, mid & deep as well as different subsurface materials and even completely different materials.

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                • Houdini Grain Ash Simulation


                  from Shawn Zhou Added 552 51 4

                  This is a test for PBD in Houdini 14.

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                  • Mantra PBR Hair


                    from Kevin van den Oever Added 652 79 8

                    A render test of a custom hair shader for mantra. Added a more accurate Marschner TRT, and seperated the reflect into more logical reflect and coat components. Also added some minor randomness to the shift on each strand. Added Volume colour scattering in an attempt to create a volumetric feel to geometry hair. This paper is great inspiration: http://www.eugenedeon.com/project/importance-sampling-for-physically-based-hair-fiber-models/ Thanks to Corbin Mayne https://vimeo.com/user3437874 for his awesome work on the guides, and the volume colouring. As I haven't implemented frenel, the system is not yet fully Physically Based. Hopefully I will share an update with this figured out in the near future

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                    • Protection for Evil-Eye & Black-Magic - Karmalogist


                      from Vijay Batra Added 2 0 0

                      your Peace, Happiness and Safety is my Motto. : Karmalogist

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