Rendering

Pictures

Some rendering outputs and some videos

    Naomi Turner

    Well, after long idle time, i just create some clothes for another model. But this time i used Houdini for modeling. My other experiment was done with SoftImage|XSI see Dorothy Gale. I used the same body, sorry for that: The difference between SoftImage|XSI and Houdini ist, that Houdini is not that cool for real hardcore modeling. SoftImage|XSI is way faster and user friendly, well it is more friendlier than any other software for sure, but in the end of the day, Houdini could get amazing points, because of the proceduralism.

    CAD with Houdini

    This page shows you some CAD samples done with Houdini. The original is not included, because of copyright stuff. Well I get the CAD samples from Google Image search, well if Google copy the pictures and display them, this is fine. If I did this, I got shot, so, original not included, search yourself … Anyway, Houdini is very great to bring CAD drawing into 3D, because of procedural workflow, you’re able to always go back and correct some mistakes.

    Vice

    The vice is done with Houdini in a procedural hard surface way. Any part created in zero-space and can be moved or animated as well. All parts have normals and a UV. The full vice ha a clean 4x4 UDIM UV, where it’s possible to add details to the material, what I didn’t do. After anything is on place where it’s belong to, an awesome assembling animation is also done with houdini in procedural way.

    Unsorted Render Pictures

    Unsorted render pictures from 1998 to now …

    Basketball

    It looks easy, but it could be complicated if you deal with real geometry instead of displacement map and texture. So I decide to make a procedural basketball with just 13 million polygons in Houdini. Just because … First I create a sphere, then I create the black lines by using a boolean on the sphere. After that I resample the black lines. On the surface is a scatter of 50000 points that promote colors to the sphere, blur this out to get the nice bubble effect.

    Pokeball

    Houdini is procedural, and have a very good boolean engine. So i build this poke ball without using the view port, anything is procedural and with a geometry corrected bevel line And the open ball with an island in it Modelling with nodes is fun

    FlyBy

    For a burn-in test of my new graphic card system, I create just a very heavy scene with tons of load to measure the heat and test stability. System was stable and heat normal along 36 hours, anything fine. Here some picture: And a video of it:

    Vellum Hair

    Houdini introducing a new constraint mechanism named Vellum. I had to test this out. With a nice video:

    Boring Particles

    A small particle test rendering. Nothing fancy. Testing stabilisation of my new workstation. 8000 frames with 4 cameras rendered with RedShift including motion blur. Some houdini screen shots: And the final animation:

    Fish Tank

    Relax 3 minutes !

    Dorothy Gale

    My first character … Using SoftImage|XSI for modelling Using 3D Coat for pre-split the UV and UDIM with SoftImage|XSI Using Kristinka Hair (KH3) for the hairs Painting the model using ZBrush Render pics Turn-Table video

    Fun with Houdini

    A small collection of stuff i tested related to dynamics in Houdini Water Splash Pyro Test Play with pyro Breakable and water What happen if you break things and throw it into the water?

    XSI vs Houdini

    After Autodesk drop SoftImage|XSI because of, reasons and neither Maya nor 3D Studio are a creative solution, I take a look into Houdini. Houdini is similar to ICE in SoftImage|XSI. so give a try. But for modelling is Houdini more or less not a good candidate. Well it is a bit unfair, because SoftImage|XSI is the fastest modeller ever, still. This brings me to some kind of particle videos, where I try to explain, Houdinis thinking …

    Five Tubes

    Five Tubes was first invented with SoftImage|XSI 7.5 plus SPH PhysX Plugin (some when in 2012). After switching to Houdini I try to recreate the same setup for Houdini. And finally I create a migration guide, where i deep dive into the migration process (The first video is german, sorry, but the others are in bad english) Final Render with Houdini Final Render with SoftImage|XSI Screenshots from SoftImage|XSI Migration from SoftImage|XSI to Houdini

    Fun with SoftImage|XSI

    This is a collection of tests. Using SoftImage|XSI with emTools from Eric, SPH and other stuff. Beware, this is very old stuff, from 2012 and older. So you maybe can not compare this to modern stuff. emTopolizer Fire emFlock2 Water Splash PhysX Schokolade Lagoa Tests SPH und emPolygonizer SPH Splash Cube Fallout City Primm Water Splashes Water Splash 2 Water Splash 1 Wasserflipper Version 2 Blob Wasserflipper Version 1 Hopping Fluffy Ball Hopping Ball Wurm Explosion mit emFLuid Überlaufendes Glass

    Particle In The Box

    A series of renderings using Lagoa and PhysX SPH with SoftImage|XSI and RedShift and also emTools. Gummiball physX Water One million particle with emRPC - no problems Fireball Granular Paste Jello Lagoa does not support multiple emitters they interact together in one simulation and furthermore, it will never support clustering of particles.

    Benchmark

    SoftImage|XSI und RedShift SoftImage|XSI und PhysX Download Benchmark Archive whbenchmark01.zip (775 KB)