Author: e_noni

Freelancing, Portfolio

Playmobil – Explorers


Playmobil – Explorers 2018 @ Woodblock My Part: Lighting, Rendering, Scene-Assembling CREDITS Client – Playmobil, geobra Brandstätter Stiftung & Co. KGProject Management – Peter OhegyiCG Supervision – Playmobil, Bart de SmetAnimation Producer – Anja Schmidt Animation Studio – WoodblockDirector – Regina WelkerProducer – Christian Zehetmeier, Fabian Baldszun Screenplay – Simon X. RostStoryboard – Benjamin KniebeConcept

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Downloads, Fusion, Houdini, Redshift

Mandelbulb


Mandelbulb fractal visualization and variances. Little Math and VEX exercise.Kudos to Junichiro Horikawa and his channel, check it out and VEX-it yourself. Setup: Here some testing to solve the equation just in camera space, to scale the pointcounts. Phase shifting: For a phase shift, just add a “phaseShift” variable for the vector components. 2 *

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Downloads, Houdini, Redshift

Raygun


Did this for a while in Softimage with ICE, you can check it out here. In short: Rays are shooting and bouncing around. Rendered as curves with some smoothing/subdivision. Get .hiplc: 014_Raygun_RaygunSetup_Export_001__NS.zip

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Fusion, Houdini, Redshift, Softimage

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

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Downloads, Houdini, Redshift

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

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Fusion, Houdini, Redshift

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

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Freelancing, Portfolio

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

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Freelancing, Portfolio

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

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Houdini, Redshift

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

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Fusion, Houdini, Redshift

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

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