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Voxyde
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Voxyde
@VoxydeVFX
Professional Houdini & Nuke training https://t.co/TDbjP7Cy4V
Katılım Nisan 2016
219 Takip Edilen5.3K Takipçiler

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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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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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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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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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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@JustThyce Both! Base shape for the head, simple sphere like geo, then custom velocity fields to drive movement
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@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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