Houdini

Downloads, Houdini, Redshift

Dustdevil – Snippet Vol.8


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 – Snippet Vol.7


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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Downloads, Fusion, Houdini, Redshift

Deform&Growing – Snippet Vol.6


This visual test has two “main” procedual effects, the sin-deformer and the growing pattern. Done with Houdini, Redshift and Fusion. Scene: Deforming & Growing Setup Overview: The deforming VOP-SOP: The growing Part: volume & top-layer The point-wrangle SOP, polylines are rendered as strands in Redshift (Strip) 9 million points defining the polyline positions. Placed with

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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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Houdini, Redshift

Fluffy Clouds – Snippet Vol.5


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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Houdini, Redshift

Skulls – Snippet Vol.4


RigidBody Sim. with 2700 Instances a 100k Polygons. SSS, DOF, MB – Redshift dont care. Highres Skull Collision Mesh (Quick&Dirty) Sim. Result Points for Instances (2700 Points)

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