Author: e_noni
Porsche – 917
The legendary Porsche 917 – one of my favourite cars. First 24h Le Mans winning Porsche in 1970. Responsable for all tasks. Modeling/Shading and Rigging in Softimage. UVs in UVLayout, Textures in Substance Painter. Renderscene/Grassscatter/Platform in Houdini. Rendering with Redshift. Small CC and Comp in Fusion. Exhaust-Fire test with the Pyro-Solver: Some renders from shots
Dustdevil
Testing and messing around with some volumes, vectorfields and DOPs. Done in Houdini with Redshift. Overview. Main Setup: Using an animated curve. I used velocity from particles to fill the volumes. I created a main “Vortex Particle” sim and a wide area sim and mix them together before sourcing. I also split up the ground
Stone
Some testing with photogrammetry, particle, lines and volumes. Done with Houdini, Redshift and Fusion. Overview. This is a older Setup. You dont have to instancing particles in Redshift anymore. For a couple of month they implemented their own particle primitive. Photogrammetry done with Agisoft, Canon6D, 2xRemote Flashes + Softbox and a Bluescreen. Displacement-map generation and remeshing
Playmobil – Reiterhof
Playmobil – Reiterhof 2017 @ Woodblock My Part: Lightning, Rendering & Scene-Assembling CREDITS Client – Playmobil, geobra Brandstätter Stiftung & Co. KGProject Management – Peter OhegyiMarketing – Iris HeroldCG Supervision – Playmobil, Bart de Smet Animation Studio – WoodblockDirector – Regina WelkerProducer – Christian Zehetmeier, Fabian BaldszunAnimation Lead – Thomas Hinke Screenplay – Julia UrbanStoryboard
The Ivory Game
Some nice stuff i was involved in @ Kaiserlicht. My parts: Ivory/Tusk-Assets CREDITS CLIENT:NetflixTerra Mater Factual Studios CREATIVE DIRECTOR:Felix Geremus 3D ARTISTS:Alexander SiquansFelix GeremusNiclas SchlapmannDirk Mauche COMPOSITING ARTISTS:Lasse ClausenMartin Hess GRAPHICS DESIGNERS:Martin HessAlexander SaumChristian HeydeAnja von Harsdorf ORIGINAL SCORE:H. Scott Salinas
Dynamic Tree
This setup creates a procedual dynamic system for a given tree-mesh with Houdini and Speedtree. The cool thing about SpeedTree, besides the generator itself, is that you can export any kind of step from the l-system, with the relevant curves inclusive. Starting point: Setting some attributes/ids/groups also the wire-constrains, cache it and throw it into
Fluffy Clouds
The goal was to achieve a simple cloud setup with Houdini & Redshift, just with fractals and without simulations. To avoid one single huge VDB grid, i decided to pre-cache volume instances and scatter them back on geo. Down belowe i summarise some steps for my simple fluffy cloud setup. 1.Started with one single piece
Curve To Wire
Did some similar in Softimage ICE – years ago (ns_ThreadFromCurve). Here my Houdini version. Rendered in Redshift.