vfxFusion - Effects and Characters
Sunday 20 November 2016
White water shader (Houdini)
Labels:
effect animation,
flip,
fluids,
houdini,
Singapore
Friday 28 October 2016
Fur (Maya) pipeline - XGen and nCloth for stylised characters
mascot for StrITwise® Amazing Race event. It was combination of guided curves for long hair (Lion`s mane) and groomable splines for short fur totalling to around 2,5 million hairs. Long hair is
Sunday 1 March 2015
Creature lighting and rendering
Wednesday 4 February 2015
Renderman RIS skin shading
Pixar Renderman for Maya (RIS) skin shading process - Full composited render, Specular, SSS and diffuse pass.
This is skin shader development for my characters. Specular, SSS and diffuse pass for composting. Here is Nuke comp screen grab used to plus above mentioned passesThursday 17 July 2014
Forest Troll - Digital Creatures / Fantasy characters (ZBrush / Maya)
Yep, beside effects animation, I`m also 3D modeller / digital sculptor. From now on, beside effects, lighting and shading, I`ll publish some of my 3D models as a lot of my colleagues and students suggested…
Tuesday 25 February 2014
HDM1.1 Tool - Tron "Derezzed" looking procedural RBD activation and shattering (Houdini)
Inspired with research for "Tron Legacy" done in Digital Domain and Dreamworks Animation I recreated same effect using my HDM Tool for procedural activation / propagation of hundred of thousands 3D pixel looking rigid bodies. Here are some of close up renders:
So, effect itself is broken into two mayor parts: "3D pixels" and their procedural activation. 3D pixels are generated from
object volume, similar techniques as I used in one of my previous posts Tron:Legacy.:..::..digitizer..:..::. ;-] in 3DS Max but this time same techniques is applied in Houdini. For procedural activation I used my HDM Tool also shown in previous
Thursday 13 February 2014
HDM1.1 Tool - Houdini Demolition master (Procedural fracturing and activation)
HDM1.1 tool is quick destruction system I`m currently developing which gives you control over fragmentation (shattering) and over RBD activation. In other words, it`s possible to direct and control destruction using custom geometry shapes and standard forces. Also it`s possible to emit particles, additional debris and smoke as well. Support for those secondary elements will be added in upcoming releases. System also allows you to split your geometry into two peaces in case you don't need small fragments to cover whole object. Splitting geometry like that makes RBD calculation faster. As mentioned already it`s possible to use any kind of shape as fracturing guide and any kind of geometry to guide
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