Procedural meshing gears.
Extending my holiday wishes to y’all! :)
Test for a short animation.
Test with fracturing objects
Fluids and collisions
I was playing with fluids trying to get it through a pipe. The source was so strong that it back splashed so it looks like water is coming out of both ends… I liked the effect though.
Toronto to Japan with Love
I almost forgot to post this one! Here goes, some procedural, audio-driven particles for a fundraising event in Toronto.
soda can
Working on a reel of some sort. Far from finished, cause I’m having some issues with the rendering in some shots, but someday, who knows… :)
Just a quick experiment, as I’m playing with fluids simulation…
Ended up being a VOP and POP playground…
Growth Pattern
I’ve spent quite some time cracking this one… CHOPs are not hard as a concept, but there’s way too many details to it! But the hardest part was figuring out a way to create an accurate $life attribute to the points I was copying the geometry to.
The rest worked out fine after that :)
It took a little to figure out (first I had to go through remembering how to use Houdini, after such a long time… Sorry!!) but I can finally color a mesh using information from a Point Cloud. One of our interns was showing his research on low-cost 3D scanning (decent stuff!) and he couldn’t figure out how to transfer the color information to the reconstructed model. I found some other solutions to the whole 3D scanning issue, but still wanted to give it a go in Houdini.
When I offered to try with his model he was a bit concerned and ended up not giving me the files, but I managed to generate a test point cloud and figured out a VOP-SOP that does the trick. :) Next step will be setting up the low cost 3D scanner! :D



