This was primarily a PDG/TOPs exercise to auto generate Shaderballs and Montages from lot of .hdr files with Redshift. This pack includes 24 pieces from Munich, Bavaria, Lanzarote & Tyrol. The HDRIs are in 12K, stiched with PTGUI and retouched with PS. Get Pack (Google Drive ~ 3.9 GB): ns_24.hdri_pack.zip Get PDG Setup: 004_pdg_hdri_setup_V001__NS.zip
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Get .hiplc: 003_droplet_rain_iter_04_setup_V002__NS.zip
The main goal of this test was to ignite a fuel-field(paper) from a temperature emitting object(candle). I managed this with embedded fields. So i did this little paper-burn scenario, with a desintegration effect on top. For the desintegration effect i created two levels of clusters, which are released from the transfered heat field. The approach
Here are some kind of ideas for simplifying the texture handling from Substance Painter to Houdini. Therefor i use the gallery preset system and create a little prototype of script to add all baked maps from Substance Painter, with one click. This snippet is a bit low-end but i guess usefull for other automatism, as
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 *
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