Houdini Arnold "Standard Surface" node. It has inputs for specular as follows: * Specular - Influences brightness of spec* Specular color - defines color of specularity* Specular roughness - controlls glosines / roughness of the mesh* Specular IOR* Specular Anistropy* Specular rotatation In my case i have one spec map that…
My basic goal and focus for this project is to learn creating procedural assets within Houdini and to practice creating modular designs. I feel Houdini could be an extremely beneficial way of increasing production time when creating a range of similar assets i.e. varying types of books. This is proving slightly more…
Hey, Decided to give this a shot. I will be working primarily in Houdini. For the first effect I'm going to keep it simple. The first effect will be Brand's Q (Sear). After I get this one to a good spot I will bring in the second effect. http://youtu.be/VMctnF2mYmQ
I actually downloaded blender to check it out. Houdini is interesting for sure, but so is the learning curve. Not sure I can convince my other designers and boss that its the right way to go at this point but def worth looking into. Thanks
Hey gents, I finalized the video tutorial for a Houdini Stylized Material. Let me know what you guys think, you can also purchase it on gumroad if you'd like. https://gumroad.com/hugobeyer http://youtu.be/1pz5Qd49OYc
I agree though I love the back blast. Pushed out to the sides around the sphere would look pretty great. With some swirling.... :D I almost wanna make you a slick smoke flipbook in Houdini haha.
During your hopfully long career, you will have the opportunity to explore and develop a wide arrays of skills and interests. Right now, your job is to leard AND to be a gooh hire. Personally, I would focus on one of them. If both are of equal interest to you, I would choose Houdini because that skill set is more in demand.
Finally, it's out!!! https://www.youtube.com/watch?v=KfaSxIkLslE https://www.framestore.com/news/paddington-ms A long journey, lots of artists involved and excruciating detail to be honest with such an amazing character. A lot of Houdini for all the VFX as you can imagine. I hope you like it!
A little update: I created more detailed blockouts for chiars and desks. I made them in Houdini to be easy to make more iteration; a big advantage was that I could always go back in the network and change a parameter of a node: The last render:
The question I have about this is not about how to create them, but how do you apply your decals to the edges? Are people using some houdini stuff or is this really done manually? Is there any trick aside of copying faces and then adjusting the UV?