Wednesday, October 11, 2017

Houdini Pyro FX learning


Having fun understanding all the stuff that goes into a fire simulation and the combustion algorithm ( Pyro Solver as called in Houdini )...As someone who has never done fluid and fire sims, it can be pretty daunting, but after some time, the pieces start to make sense

here are a bunch of different tests I made. A lot of wrong stuff here but you can see the process of playing and learning the parameters. I find those to be way too noisy, and too fast and linear in speed

I still have trouble tweaking some parameters (namely Drag, Dissipation, Disturbance,...)

In the end it all come to doing a lot of iterations and seeing what each parameter does. It can be scary how a small change can give a completely different look, but that's the beauty of it I guess !





Sunday, February 5, 2017

VFX training #01

I'm starting a series of VFX (at least one per week) ...



01 - water twirl



02 - GenericHeal.fx

More Houdini

More houdini stuff : 



"space colonisation algorithm"  in VEX


Basic procedural modeling

https://www.artstation.com/artwork/rBR16

Monday, January 23, 2017

Cracks mesh generation


A simple houdini exercise, to generate cracks/veins-like shapes. It generates stripes with correct uvs with a random V scale, to create speed variation when scrolling a texture or something.

The graph is pretty simple, it's mainly based around the findShortestPath SOP I use a lot since I saw this video (https://vimeo.com/197596529) from Entagma.  The "Tricky" part is just iterating over each branch, and creating a witdh to the geometry, and the uvs.

The uvs are generated from the origin line ($PT/$NPT), apply a random scale in V in the for each loop, and drive the scale of the line with the same expresion ($PT/$NPT) !



I export the mesh in unity, and with a simple shader that use the V of the UVs, it create this "growing" feeling, with a nice speed variation


you can download the very simple file here :

https://drive.google.com/open?id=0B7wYAYkQ8P6BN19UZUFtaW5JREE


Tuesday, October 18, 2016

Houdini terrain tests



playing with vex and vops in houdini, staying in sops for now (that sentence doesnt make ANY sense out of the context)

Saturday, June 4, 2016

Houdini cartoon pryoclastic noise

Playing around with some stuff I learned last weeks...

I was reading articles on pyroclastic noise, and the math seemed really complicated. In the end it is (as far as I understand) just applying layers of 3d noise onto a geometry, and offseting the noise or the geometry). I decided to try to a really basic version with some houdini sop (sop = geometry nodes = surface operators).

Basically just applying some noise ( moutain sop) on a geometry, starting with a low frequency, and adding higher and higher freq noise.

Then with simple vex I add an attribute wich is the distance of each point from center, then apply a color ramp to that.


The great thing is, the input is converted to VDB (volume) so I can input anything ! Its really simple stuff but I think the result is really neat




steps :






Thursday, July 24, 2014

Tuesday, May 27, 2014

Watch dogs Portfolio

Hey all !

Since the game is finally out, I'm able to post the work I've done on Watch_Dogs

You can find more work here :


Click the banner for more pictures










Houdini Pyro FX learning

Having fun understanding all the stuff that goes into a fire simulation and the combustion algorithm ( Pyro Solver as called in Houdini ...