2010/01 - Final

Laser weapon - Houdini technical experiment

Laser weapon - Houdini technical experiment

A digital asset that controls how the laser looks and behaves

This 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 lines

2010/01 - Final

Two sticky mud balls - Houdini technical experiment

Two sticky mud balls - Houdini technical experiment

A study to see how fluids, particles, force fields, cloths, wires, fur, wet maps, displacement maps and particles accumulation can work together

2009/12 - Wip

Effervescent pill in water - R&D

Effervescent pill in water - R&D

Dynamic effervescent pill's behavior in water...

...more details are coming soon

2009/11 - Wip

Procedural emission from objects in water - R&D

Procedural emission from objects in water - R&D

Setup that creates particles animations from objects those collide with a surface that simulates the level of an hypothetical water

The 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 velocity

This setup considers:

Object's direction and velocity

Water's direction and velocity

Object'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 soon

2009/10 - Final

Footprint and particles from soft impacts - R&D

Footprint and particles from soft impacts - R&D

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 happen

There are five different particle systems, all controlled by the asset

2009/10 - Wip

Waves on the seashore - R&D

Waves on the seashore - R&D

Simulation of the wave's behavior on seashore...

...more details are coming soon

2009/10 - Wip

Cracks in hard surface - R&D

Cracks in hard surface - R&D

Procedural creation of cracks generated from an impact with an hard surface...

...more details are coming soon

2009/09 - Final

CHOPs and DOPs together - R&D

CHOPs and DOPs together - R&D

After I had finished "The sleeping puzzle", I founded a way to animate the geometry using CHOP maintaining the dynamic object's behavior

Even if this is a really time comsuming solution I think it looks very natural, more realistic than the way I used in my short

2009/09 - Wip

Rayfire against wall - R&D

Rayfire against wall - R&D

Study about how to create a rayfire effect with sparkles, secondary debris and cracks...

...more details are coming soon

2009/09 - Final

Liquid and wet map - R&D

Liquid and wet map - R&D

This is about a liquid with viscosity based on point attributes, you can see different sliding velocity where the liquid slides on the glass

There are two different wet maps generated by particles those are linked to a shader that changes the opacity based on the particle's creation time

The first wet map leaves a wet glass behind, the second one disappears generating a detailed "swirly" shape

2009/08 - Final

The sleeping puzzle - Procedural short film

The sleeping puzzle - Procedural short film

This is a personal project I did to test what I have studied about Houdini so far

The interesting aspect behind the artistic point of view is that this short film is fully procedural

Please take a look to the case study for more information