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2010/01 - Final A digital asset that controls how the laser looks and behavesThis HDA controls: the starting and ending positions which are taken from its input connections (two nulls), the starting radius, the shoot's starting and ending frame and its velocity, the velocity and the number of turns around the main straight line, the number of frames of gap between the collision and the explosion, the constant material's attributes and the width of the lines2010/01 - Final A study to see how fluids, particles, force fields, cloths, wires, fur, wet maps, displacement maps and particles accumulation can work together2009/12 - Wip Dynamic effervescent pill's behavior in water......more details are coming soon2009/11 - Wip Setup that creates particles animations from objects those collide with a surface that simulates the level of an hypothetical waterThe objects could be still as rocks or moving as boats and the water could have an animated speed direction or even a per point based velocityThis setup considers:Object's direction and velocityWater's direction and velocityObject's normal direction for points those are at the same water's level...and use these attributes in a VOP that calculates velocity, direction and the amount of the particles those will be generated...more details are coming soon2009/10 - Final Digital asset that creates, through Vex nodes, surface deformations and particle simulations based on velocity and direction of the falling object and, of course, when and where the collisions happenThere are five different particle systems, all controlled by the asset2009/10 - Wip Simulation of the wave's behavior on seashore......more details are coming soon2009/10 - Wip Procedural creation of cracks generated from an impact with an hard surface......more details are coming soon2009/09 - Final After I had finished "The sleeping puzzle", I founded a way to animate the geometry using CHOP maintaining the dynamic object's behaviorEven if this is a really time comsuming solution I think it looks very natural, more realistic than the way I used in my short2009/09 - Wip Study about how to create a rayfire effect with sparkles, secondary debris and cracks......more details are coming soon2009/09 - Final This is about a liquid with viscosity based on point attributes, you can see different sliding velocity where the liquid slides on the glassThere are two different wet maps generated by particles those are linked to a shader that changes the opacity based on the particle's creation timeThe first wet map leaves a wet glass behind, the second one disappears generating a detailed "swirly" shape2009/08 - Final This is a personal project I did to test what I have studied about Houdini so farThe interesting aspect behind the artistic point of view is that this short film is fully proceduralPlease take a look to the case study for more information
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