Voxyde

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Voxyde

Voxyde

@VoxydeVFX

Professional Houdini & Nuke training https://t.co/TDbjP7Cy4V

Katılım Nisan 2016
219 Takip Edilen5.3K Takipçiler
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Voxyde
Voxyde@VoxydeVFX·
Anime FX in Houdini & Nuke is now available. A structured guide to stylized FX using industry level tools. Dive deep into simulations, real-time FX, and advanced compositing. Launch pricing ends March 8. Use code ANIFX30
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Voxyde
Voxyde@VoxydeVFX·
New Houdini tutorial just dropped 🔥 Learn how to create wispy smoke using pyro + particles + curves for a soft, detailed look. Covers shading, smoothing, and simple workflow, powerful results.
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Voxyde
Voxyde@VoxydeVFX·
New tutorial out! Improving Solaris performance in Houdini voxyde.com/houdini-nuke-t… In this tutorial, Tom demonstrates how to use Houdini Solaris, to efficiently build an optimized stage layout. He shows us how to import procedurally generated ground assets into the LOPs network, where the artist can manage complex scene data and materials within a unified USD pipeline.
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JangaFX Software
JangaFX Software@JangaFX·
Over the past year we've helped over 100 artists update their portfolios after being laid off by giving them access to our tools free of charge. We've decided to make our Layoff Assistance Program a permanent part of our business! jangafx.com/layoff-assista… #gamedev #realtimevfx
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Voxyde
Voxyde@VoxydeVFX·
New course coming soon! For some time now, many of you have asked for a Houdini FLIP course and we’ve been listening. Introducing Cinematic Ocean FX in Houdini. Learn how to build epic ocean simulations, shape waves, and direct cinematic splash shots. Teaser out now. Enrollments open March 27
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Voxyde
Voxyde@VoxydeVFX·
Anime FX in Houdini & Nuke launch ends soon! A warm welcome to everyone who joined during this launch. Looking forward to seeing your progress shared in the Discord community.
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Voxyde
Voxyde@VoxydeVFX·
Creating convincing smears is crucial for stylized FX. My first attempt was simple: Offset the character 1 frame using a TimeShift and blend between current and previous positions using normals + velocity. It worked… but produced a straight trail, missing the natural motion arcs. The final solution was drawing motion paths and blending along those paths. Result: smears that feel fluid and intentional, not mechanical. 3 days left for Anime FX.
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Voxyde
Voxyde@VoxydeVFX·
This started as a simple idea. I took a basic fire render from Houdini into Nuke and tried to stylize it using only the base render. No extra passes. That test turned into exploring facing ratio outlines, relighting with normal passes, and eventually building a custom cel-shading tool. The goal: make any render stylized through control.
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Voxyde
Voxyde@VoxydeVFX·
Anime FX - Foundations is now public. Before moving into full production shots, this module focuses on how stylized FX are approached. Cel shading, depth, Houdini & Nuke workflows, and key stylized FX fundamentals. This way of thinking carries through the entire material.
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Voxyde
Voxyde@VoxydeVFX·
@JustThyce Both! Base shape for the head, simple sphere like geo, then custom velocity fields to drive movement
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Thyce
Thyce@JustThyce·
@VoxydeVFX Amazing! I'm impressed and curious about the process of making the shape of the head in the sim. Did you use only points and forces or is that an actual model?
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Voxyde
Voxyde@VoxydeVFX·
The render is only the starting point. This breakdown shows how a shot evolves step by step, and why compositing plays such a central role in keeping stylized FX readable as complexity increases.
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Voxyde
Voxyde@VoxydeVFX·
COPs vs Nuke isn’t about which tool is better. COPs → creating stylized FX from scratch. Nuke → pushing and adapting AOVs into new layers with control. Knowing what belongs where is what keeps stylized FX readable and cohesive.
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