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Old 06-15-2011, 11:33 AM   #16
Phrenzy84
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Will do neonbulbs

I couldnd find the renders i did of lee, so i just cranked out a few. Its really a great tool for learning SSS especially with maps and displacement.

This is using both multi and single scattering. Intensity is a little strong in certain parts, think you need a map to really control it. All low samples... standard




I gotta try that paint attenuation or maybe just it as a multiplier for the scattering so the eyebrows dont glow.
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Last edited by Phrenzy84 : 06-15-2011 at 11:35 AM.
 
Old 06-16-2011, 12:14 AM   #17
mr Bob
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Very impressive

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Old 06-16-2011, 03:46 PM   #18
Phrenzy84
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Thank you sir , but i merely standing on the shoulders of giants (great users of Houdini).

I think most people who think of Houdini don't put it in that lineup of other decent renderers like Renderman, Mental Ray, Vray. Maybe because it has a big reputation of being the saving grace in tricky VFX situations but i think mantra is an untapped tool that i am happy to take advantage of .
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Last edited by Phrenzy84 : 06-16-2011 at 03:50 PM.
 
Old 06-17-2011, 12:58 AM   #19
mr Bob
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Quote:
I think most people who think of Houdini don't put it in that lineup of other decent renderers like Renderman, Mental Ray, Vray. Maybe because it has a big reputation of being the saving grace in tricky VFX situations but i think mantra is an untapped tool that i am happy to take advantage of


Mantra kicks ass I use it all the time on shows.

b
 
Old 06-17-2011, 11:39 AM   #20
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mantra

i agree,

we use mantra PBR as our primary renderer at Black Ginger cape town.

http://vimeo.com/15524337

this is a ad i worked on, i wrote the shaders for the ladybug and the spider and lighting for the shots where you see the ladybug and spider together. we also rendered the fur in pbr

i think its the freedom of how the shaders and the renderer work together that makes it awesome. and how you can use any attrib on the geo to affect your render.

the backgrounds are miniatures shot with a canon 5d. we also did the ad in 3d so if you have the good old red and blue stereo glasses it will be more fun.
 
Old 06-23-2011, 07:15 PM   #21
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@Phrenzy84 : they're looking great! How long did you take to render those?

@willh22 : it's awesome! How's the performance with pbr when you render the fur? Does raytracing fur using pbr have a different speed factor than rendering using micropolygon mode?

Here's my first try using sss straight from surface model. I kind a new with houdini so it's a bit trial and error. When I used only single scattering , the render takes long to finish but when I turned off single scattering and use multiple scattering and using write and load point cloud file the render time is back to normal. Anyone knows what's wrong with this ?

I rendered using PBR and used 4 lights to lit the scene.



Cheers..
 
Old 06-25-2011, 02:56 PM   #22
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pbr

@neonbulbs :

thanks,
i have written a new shader using the simple sss for the hair color and mantra surface for reflection and translucency. i also dont use opacity or object reflection on the hair wich greatly increases render time.

i found that calculating the shadow maps sometimes takes longer than just rendering with with raytrace shadows if you want accurate shadows on the hair . its also easier to integrate the hair into your scene not having to render them separately.

micropolly rendering will be a lot faster and more memory efficient than rendering with pbr, but he shadows and bounce ligting you get in PBR is what will take your renders to the next level i think
 
Old 09-25-2011, 01:52 PM   #23
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Hey guys, im quite new in Houdini just switched from Maya to Houdini and I really like it.. ^^

I want to share you some WIP from my first "tool"

http://www.youtube.com/watch?v=3Yi2976o3Mo

Not entirely completed yet, next step is working on shaders but first im working on another project, I hope you guys like it!
 
Old 09-25-2011, 06:23 PM   #24
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Quote:
Originally Posted by johnnycore
http://www.youtube.com/watch?v=3Yi2976o3Mo

Not entirely completed yet, next step is working on shaders but first im working on another project, I hope you guys like it!


Looks very nice

Watched Digital Tutors Voroni tuts ?
 
Old 09-25-2011, 06:53 PM   #25
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Yes I actually have been watching this tutorial but the wood shatter trick I allready knew from Cinema 4D, I accidently scaled a shattered cube if you look at my channel you can see a video from one year ago.. its really really bad..

The real trick is to set it up so it is actually able to break with rigid bodies.. im planning on building a building of wood and destroying it but im currently working on another animation with a character so it might take a while before I destroy stuff again.. XD
 
Old 10-30-2011, 07:53 PM   #26
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Started to work on new asset, this time grass generator:

http://vimeo.com/31327529

more information on my blog:

http://tomsvfx.blogspot.com/2011/10...-generator.html

Cheers!
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Old 07-08-2012, 05:33 PM   #27
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Just wanted to share my latest render of a FLIP simulation:

http://www.youtube.com/watch?v=B6b9kH41ZUM

Took me way too long, might wanna look into optimization..
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Old 07-09-2012, 11:16 PM   #28
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Some more WIP, something I made today.. a tool which can generate rocks based on polygon models..

http://www.youtube.com/watch?v=9PD3XGhsrKM
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Old 09-09-2013, 04:15 PM   #29
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I guess it's not really WIP. I was just messing around one night a year ago.
https://www.youtube.com/watch?v=qOZBLhEPVY0

Initial glued voronoi chunks with dynamic voronoi points on second and latter collision. Small chunks are a particle sim.

It's always fun seeing how much you've grown since old work.
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