1. Days Out with the Phantom Miro M120

    01:57

    from filmbot / Added

    219K Plays / / 83 Comments

    I was lucky enough to be the first person to shoot with the new Vision Research Phantom M120 camera systems. This is just a sample of a project I have had in my head for a while. With help from Abel Cine I was able to test out the camera's before they shipped and put this little edit together. Being able to have a small form factor high speed camera like this for my projects is a long time wish. Shot on location at Camp Woodward PA & NYC http://www.campwoodward.com/ Skate/BMX/MotoX riders- Kevin Tierney,Kevin Grahm,Ryan Banach,Chad Kagy,Ben Hatchell,Alistair Whitton Director/Cinematographer/Editor: Jim Geduldick 1st AC: Greg Wilson 2nd AC: Zack Mctee Stills Photographer: Dave Gittleman Behind the Scenes- Dave Metty, Cody Stauder,Jorge Jovel AC-RB Umali Stuntman/Pyro- Alistair Whitton Music-Reaching out - Nero -Album Welcome Reality ft Daryl Hall Special thanks to- Abel Cine Vision Research Camp Woodward/Woodward Films Kessler Crane Switronix Vitec-Oconnor,Litepanels,Petrol f-stop Wooden Camera SmallHD Flanders Scientific Adobe AJA Red Rock Micro Mac Group-Kupo Grip LensRentals.com Gluetools Red Giant Software The Diamond Brothers Shot on Phantom Miro M series Edited with Adobe Premiere Pro CS6 & After Effects CS6 Graded in Davinci Resolve Plugins- Red Giant Denoiser II Apple Mac Pro & Macbook Pro

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    • Houdini RnD Reel 2013-2014

      02:40

      from Igor Kharitonov / Added

      15K Plays / / 57 Comments

      Here is some of the research & development work I've performed during past year. All done in Houdini. This work included development of wide range of tools for volume shaping and rendering, smoke simulations, liquid simulations and rigid body dynamics. I also added several shots from my previous reel. Breakdown: Shot_01 - R&D - Tools for shaping and rendering clouds During this R&D work I’ve developed a number of SOP/CVEX modifiers and shaders for creating clouds in Houdini. Much attention was paid to creating proper lighting at the expense of affordable render time. Shot_02 - R&D - Large scale fire Here I’ve faced the task of creating large scale fire simulation. Finally I’ve developed CVEX shader which advects fire-looking noise structure with the velocity field. Thus spatial details of initial low resolution simulation are dramatically icreased on render time. Shot_03 - R&D - Tools development for creating complicated destructions This work was dedicated to studying procedural methods of destruction. As a result personal project was done, where I intergated all the possibilites, including procedural modeling, fast fracturing, constraint setup, edge displacement (ground debris), volume stamping (trails), cluster based smoke simulaion (ground crack dust) in single complicated scenario. More than 25 smoke sims were developed for this shot, so I used delayed load procedural during render, to eliminate memory allocation problem. Shot_04 - Personal Project - Tornado I’ve created this project to practice my fluid simulation skills. The idea was to create enough small details in order to get proper sense of scale. This was obtained by using upres technique. Upresed sim was then empowered by rest based multiplicative noise. Shot_05 - R&D - Smoke retime solver In this R&D I attempted to retime smoke simulation. I used simple morphing algorithm, that allowed to obtain smoothed behavior within some specific conditions. Solver is created as CVEX procedural, so there is no need for resimulation and additional caching. Shot_06 - R&D - Dust explosions Here I’ve developed setup for creating fast explosions. Instead of cumbustion model (which is quite slow), custom divergence injection is used to obtain expanding behavior. Shaping performed using vorticles, sourced from speed dependent mask field. I also developed Fluid Paint Tool, which allows to paint smoke sim in specific frame and then advect color field forward and backward. Shot_07 - R&D - Large scale explosion Here I’ve developed setup for creating large scale explosion. This setup is cluster based and divides overall simulation into smaller parts, which are easy to tweak and preview. Each cluster is cached separately, thus clould be loaded via delayed load procedural. Simulation process is fully automated. Shot_08 - R&D - FLIP UV texture advection During this work I was faced with the task of increasing spacial details of FLIP sim. This was done with a help of texture displacement, projected on certain amount of pairs of advected UVs. Shot_09 - R&D - VDB exporter to Renderman Wrapper, aimed to include VDB data from Houdini to rib stream. Shot_10 - R&D - FLIP upres solver Here I created upres tool for FLIP. This tool creates boundary conditions and allows to recalculate sim with higher resolution. Shot_11 - “Kikoriki. Team Invincible” animation feature film Water surface, object interaction, splashes, waterfall, foam and displacement texture development. Shot_12 - “Kikoriki. Team Invinsible” animation feature film Ocean look development, simulation, breaking wave setup, foam, splashes, object interaction, rain, mist. Shot_13 - “Kikoriki. Team Invincible” animation feature film Tool development for creating rain Shot_14-17 - “Kikoriki. Team Invincible” animation feature film Ocean, rain, lightnings, rain slowdown effect.

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      • Behind the Scenes with the Phantom Miro's

        04:14

        from filmbot / Added

        10.6K Plays / / 13 Comments

        Behind the Scenes with the Phantom Miro's Shot on location at Camp Woodward PA & NYC http://www.campwoodward.com/ Skate/BMX/MotoX riders- Kevin Tierney,Kevin Grahm,Ryan Banach,Chad Kagy,Ben Hatchell,Alistair Whitton Director/Cinematographer/Editor: Jim Geduldick 1st AC: Greg Wilson 2nd AC: Zack Mctee Stills Photographer: Dave Gittleman Behind the Scenes- Dave Metty, Cody Stauder,Jorge Jovel AC-RB Umali Stuntman/Pyro- Alistair Whitton Music- Lemon Yellow Black - Jets to Brazil Special thanks to- Abel Cine Vision Research Camp Woodward/Woodward Films Kessler Crane Switronix Vitec-Oconnor,Litepanels,Petrol f-stop Wooden Camera SmallHD Flanders Scientific Adobe AJA G-Technologies Red Rock Micro Mac Group-Kupo Grip LensRentals.com Gluetools Red Giant Software The Diamond Brothers Shot on Phantom Miro M series & RED Epic/Scarlet Edited with Adobe Premiere Pro CS6 & After Effects CS6 Graded in Davinci Resolve Plugins- Red Giant Denoiser II Apple Mac Pro & Macbook Pro

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        • Tutorial: Cambios de velocidad en Final Cut Pro X

          06:48

          from finalcutproes / Added

          11.9K Plays / / 12 Comments

          Guía rápida a las opciones de cambios de velocidad en Final Cut Pro X. Más tutoriales sobre Final Cut Pro X en: http://www.finalcutpro.es/category/finalcutprox/

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          • almost special (qLib, particle retiming example)

            00:06

            from Imre Tuske / Added

            787 Plays / / 2 Comments

            ...using qLib tools for subframe-accurate particle birth/death management and lifespan-mapped other attributes. Particle system simulated with no oversampling whatsoever, and slowed down to ~1/20 speed. (At the bottom you can see particles popping out of existence in the slow part. That is how it looks _without_ the tools applied -- the bottom particles are deleted "manually" so they couldn't be interpolated by the tools.)

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            • Mister Marshall. Music Video

              03:45

              from Biografica / Added

              1,691 Plays / / 6 Comments

              Mister Marshall´s new music video. An advance of his new album Acto II: Interior, día.

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              • Pyro Cache.Retime

                00:18

                from YUJAEHO / Added

                712 Plays / / 1 Comment

                // Pyro Cache.Retime

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                • Houdini RnD. Retimer asset

                  03:48

                  from paulwinex / Added

                  249 Plays / / 1 Comment

                  Houdini asset for retime primitives.

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                  • Retime Volume

                    00:04

                    from John Su / Added

                    A test of retiming pyro fluid simulation in Houdini. All the three are retimed to 0.1x speed. The Left is retimed using my otl, which operates volume by vops and sops; The Mid is using Houdini TimeBlend & TimeWrap; Time Right is using just a TimeWrap SOP.

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                    • Sunken Garden - Breakdown

                      00:55

                      from Nick van Zutphen / Added

                      806 Plays / / 1 Comment

                      A breakdown of the work that I did on Sunken Garden, the worlds first opera that uses stereoscopic projection. In co-operation with Hectic Electric, a Amsterdam based post production company, I created the CG water splashes. The water splashes are created in Houdini and rendered with Mantra in stereoscopic 3D. The main challenge of the project was the very limiting time and the vast amount of work (2,5 min) that had to be produced. I ended up rendering 10000 frames of 2K water renders with refraction at approximately one minute a frame. A full article on the matter can be found on my website: http://www.nicknimble.com/index.php?option=com_content&view=article&id=127%3Asunken-garden&catid=39%3Afeatured-commercials&Itemid=55&lang=en

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