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Pascal Wiemers
Приєднався 26 вер 2011
Houdini Tutorial: Rock Sliding with FLIP simulation
Link to last tutorial: ua-cam.com/video/NEXjrI2bu4M/v-deo.html
Get the render render project file and support my work here:
- Patreon: www.patreon.com/pascalwiemers
- Gumroad: pascalwiemers.gumroad.com/
- Instagram: pascalwiemers
- Studio Instagram: infiniteterrain
In this tutorial I repurpose a setup from my last tutorial to create a rock sliding on a lake with water splashing around it.
Got a project in mind? Reach out via my website or the studio's. Let's chat!
- Website: www.pascalwiemers.com/
- Studio Website: infiniteterrain.com/
Get the render render project file and support my work here:
- Patreon: www.patreon.com/pascalwiemers
- Gumroad: pascalwiemers.gumroad.com/
- Instagram: pascalwiemers
- Studio Instagram: infiniteterrain
In this tutorial I repurpose a setup from my last tutorial to create a rock sliding on a lake with water splashing around it.
Got a project in mind? Reach out via my website or the studio's. Let's chat!
- Website: www.pascalwiemers.com/
- Studio Website: infiniteterrain.com/
Переглядів: 4 422
Відео
Houdini Tutorial: STRIKE AND SPLASH | FLIP from LIGHTNING IMPACT
Переглядів 1,6 тис.6 місяців тому
Get the render render project file and support my work here: - Patreon: www.patreon.com/pascalwiemers - Gumroad: pascalwiemers.gumroad.com/l/StrikeSplash - Instagram: pascalwiemers - Studio Instagram: infiniteterrain In this tutorial, I show how to create an energy drink ad shot with Houdini. We procedurally create FLIP sources based on the lightning strike with cu...
Houdini Tutorial: Drink Commercial with FLIP Splash & RBD
Переглядів 6 тис.6 місяців тому
Get the project file and support my work here: - Patreon: www.patreon.com/posts/98043190?pr=true - Gumroad: pascalwiemers.gumroad.com/l/cansplash - Instagram: pascalwiemers - Studio Instagram: infiniteterrain In my latest tutorial, I show how to create an energy drink ad shot with Houdini, using FLIP Fluids and RBD Splash Effects. Perfect for boosting your motion g...
HOUDINI TUTORIAL: Scattering Quixel Assets and Render with Redshift Instancing
Переглядів 30 тис.4 роки тому
A quicktip on how to scatter quixel assets in Houdini and render with redshift with the new addition of the variant attribute to the copy to points sop. Consider supporting me on patreon if you want to see more of these and want to gain access to the scenefile created in this video: www.patreon.com/pascalwiemers Check out my instagram if you want to check out my work :) pascalwiemers
HOUDINI TUTORIAL: Plant Growth Setup (Redshift & Quixel Megascans)
Переглядів 36 тис.4 роки тому
In this tutorial I am going to show you how to create a custom/controllable growth setup using Houdini, Redshift and Quixel Megascans. This Tutorial was inspired by the work of MarkusGonser3D. Check out his Channel if you want to make this in Cinema4D: ua-cam.com/channels/ra-HdzzuBRQByUSJ4ubQOg.html Consider supporting me on patreon if you want to see more of these and want to gain access to th...
HOUDINI TUTORIAL: Motion Design Inspired by Modern Art (Günther Uecker)
Переглядів 5 тис.4 роки тому
Motion Design Inspired by Modern Art (Günther Uecker) A quick Houdini Tutorial we are going to use noise on Normals to give procedural nails some motion. Consider supporting me on patreon if you want to see more of these and want to gain access to the scenefile created in this video: www.patreon.com/pascalwiemers Check out my instagram if you want to check out my work :) pascalwie...
Re-project 3D Scans in BLENDER
Переглядів 1,1 тис.4 роки тому
How to re-project a diffuse texture from a 3D scan to a re-topologized mesh in Blender A brief overview on quick unwrapping.
Modeling a Meat Eating Plant in Blender 2.8 (Beginner)
Переглядів 2 тис.4 роки тому
Modeling a Meat Eating Plant in Blender 2.8 (Beginner)
Make your Logo 3D! - Blender 2.8 beginner Tutorial
Переглядів 16 тис.5 років тому
Download Blender 2.8 here: www.blender.org/download/
MAKE ORGANIC GROWING GRAPHICS IN PHOTOSHOP (EASY)
Переглядів 1,2 тис.5 років тому
I Recently discovered an easy technique to create organic growing graphics in photoshop. Its basically just using reaction diffusion. If you are interested in making seamless patterns like this with Substance Designer check out my other tutorial: ua-cam.com/video/APmDteZYFjU/v-deo.html And if you are interested in created more advanced patterns like this in 3D check out this awesome tutorial by...
Reaction Diffusion in Substance Designer (Tutorial)
Переглядів 2 тис.6 років тому
Just a very simple way of creating a seamless reaction diffusion pattern in Substance designer. And here are the finished Textures I showed you at the beginning of the tutorial: drive.google.com/open?id=0B4G4qQQ0_ba7YnpQOW1ocE4zUE0 Follow me on Instagram if you want to see want I am up to: pascalmwiemers Artstation: www.artstation.com/artwork/J6qWn Here is a nice Tutorial if you ...
Blender 2.8 EEVEE Real Time Character Test
Переглядів 1,9 тис.6 років тому
And big thanks to all Blender developers! Eevee is just awesome!
i dont see anything growing. its a plant scaling setup
not wrong
Super useful stuff, thanks so much. For my understanding: I am wondering why the Wrangle around 20.30 is working. It fetches "P" from opinput1 - but nothing seems to be connected? Would love to learn why it works anyways. Thank you!
True that does seem like a mistake on my part and I’m not quite sure atm. But I have linked the tutorial that I used for that part in the description so check that out for a better in depth explanation:)
@@PascalWiemers Will do. 🤝
@@PascalWiemers I figured this out. Buckle up, because it's weird! :) If you type the expression exactly like that - OpInput1 -, capital O, capital I, and use it inside of a function (like point(...)) - the expression actually refers to the first (!) input of the Wrangle. So very much the opposite of how all else works when refencing Wrangle inputs, which would be a zero instead of the 1. It's the same as typing a zero instead (no idea why he wouldn't just do that, but maybe it's an old way of doing things). Which makes the Wrangle and how you used it correct. It represents the input number for the Geometry. If you type everything as is and just all lower case - opinput1 -, it gives an error. Because that's just the short form of referencing an attribute in another Wrangle input - usage may be f@opinput1_pscale or something similar. In that case, it would read the second input, as we are used to. I hope I could express this right. I made a debug scenario in which I connected something to the second input and used his OpInput2 style, and it worked, just like typing a 1. It's confusing an unnecessary and I wouldn't use it ever, but - it is at least correct in that case and it works, because it is in fact referencing input 0, which we need here. 👍
One question/issue: Though I built everything exactly like you, the first velocity burst is visible on the vel OUT that goes into the DOP Net. Still, it isn't usef by the solver. There is a delay of a couple if frames, and then it is being used. Any idea what this might be?
@@philippwelsing9108 very interesting! Thank you for the write up! Appreciate it :)
The tutorial is great year after :D. That's awesome. Can i somehow make on my own what the quixel scattering nodes does in order to use my own plant assets ?
Oh for sure! That’s what’s awesome about Houdini :) (the quixel node is also nothing more than a hda )
@@PascalWiemers You 're awesome. Thank you
que grande joder🦍
Hi! I would love a detailed tutorial. I like your knowledge of Houdini and your setups are good to learn from. Did you comp in NUKE?
everything you need to know is in the tutorial before this one. If you watch that and this one you should be good to go :) I did not have to do any comping on this just some slight color adjustments etc :)
Just starting to learn Houdini and wondering if this is still the best workflow? It helped me out on a current project! Thanks !
The pioneers used to ride these babies for miles!
Hey, nice job. Where did you make the final comp with the background? Inside houdini or nuke or fusion? Thx
It’s all rendered in Houdini. no comp. I show the hdri setup at the end.
@@PascalWiemers oh okay! i tought the hdri was only used for Lighting the scene. i'll watch again :)
It took care of the lighting as well as the ice appearance and the environment :) @@ArtStractStudio
Initial thought when i saw this - where is the whitewater/foam? But pls dont get it wrong, we really appreciate your hard work in doing this amazing tutorials! 😅
oh yeah that would definitely be the next step tho! :D
❤❤❤❤❤❤
😊 P R O M O S M
So cool!
woahh. cool!! can you do this inside blender?🤔
You can probably apply the same concepts to blender and try to get it there. I used to use blender a fair bit but I would rather do simulation heavy things in Houdini.
@@PascalWiemers thanks for replying bro🙂
Thank you
Good job bro!🎉
Thanks 🔥
🔥🔥🔥
Great tutorial! Thanks for going into details. Will you be uploading the project file somewhere?
You can find them on Gumroad and Patreon :)
⭐️⭐️⭐️
great demo bro, welcome back 👍
Thanks man! :)
Lets go, two in a row!
🙏🏾🙏🏾🙏🏾
Great, Pascal! Thank You very much!
Glad you like it! :)
Thanks for sharing!!!
glad you liked it!
Please do more Ad related contents 👍 Especially the Lookdev part
I definitely plan on doing that! What would you be interested in specifically?
Mainly Lighting @@PascalWiemers
Thank you
Very very nice, thanks very much!
Make more like this please
Working on it! :)
@@PascalWiemers thank you it will be so beneficial for those who want to learn product animations like me😊🙏
thanks man
Thanks for sharing this Pscale! It shows off some different techniques.
exactly what i needed
great tut.
yooooo, you still rocking Linux? :D
Yeah end of last year I switched to windows for a month or so into january but man I got brutally reminded how much more I like linux. Took the opportunity to setup a new Rocky OS install and loving it so far. Occasionally got to switch back to windows right now for photoshop. But next step I will setup a GPU passthrough with a VM so I can run photoshop on linux gpu accelerated. But for that I still need to get a small gpu and have some time to dive into that whole setup. But would be so worth it imo. Maybe I will make a video at some point about my experience using linux for CGI.
first!
Super helpful, I set this up and it was working fine. Opened the file later and the scattered assets won't show up unless I untick "pack sop level packed primitives". This slows things down a ton, have you encountered this or have any idea for how I would fix it?
if u have a lot of assets they will be shown as bounding boxes. If u zoom in closer they should pop up again. If that is not the case I don't know what is going on with your scene
this is a great tutorial! I am having one little issue, at frame 142 I am getting a secondary circular growth that seems much brighter than my attribute paint node when it is doing its growth thing, So it seems to grow fine until frame 142 then all of a sudden I get a second more noticeable growth but it is just a circular pattern that fills the grid. Got any ideas why this might be happening, thanks again btw
where is "quixel_simple_scattering" "quixel_simple_motion" and another HDA!? i buy your patreon file but nothing at all what is this?
I am legally not allowed to distribute those assets. You have to have quixel installed and setup...
int ObjectNumber = npoints(1); i@variant = fit01((rand(@ptnum)),0,ObjectNumber);
I wonder if they created the Reaction Diffusion Fast node based on this video. The only differences is that they use the regular Blur node instead of high quality and use Histogram Scan nodes after the blends.
Thanks to you I discovered there is a reaction diffusion node in substance and can use it at work! Thank you!
@@Toesty5 You're welcome.
Hey Pascal,Iloved how the end result is looking .I am following your video to make something similar however the point growth is not happening for me as it is growing in your video around 18:35.Can you please let me know if I'm missing any step.Code seems fine to me.
Verry great tutorial. Thank you so much👌🏾👌
Great, if i can pointint out to something strange in your workflow, is when you offsetting and subtracting the infection, i thinks is better to remap by vex with chramp or vop with Ramp Parameter, so with this curve, you dont have to blur after and have better control over the shape of this crease multiplier.👍👍
That can also work yeah! :)
@@PascalWiemers bro without vex these can do that
Thankyouu!
Very cool
If anyone is getting stuck at 18:35 , go check and make sure your first Attribute Wrangle is set to group "start". Otherwise you may see a white grid and be very confused.
my first attribute wrangle is set to group start but after that also growth is not happening,do you know any reason why
Woah keep going!
10 minutes of coding scared me... Beyond my understanding...
it's an error after I got "attribute blur" @31:00, nothing showed up. why? houdini 19.0.383 used.
What if I want a character to interact with these quixel grasses?Is there any suggestion? thanks!!!!
can you make this tutorial with arnold?
Can you do the same scattering tutorial but with Renderman? Thanks
Everything should be basically the same and easy to apply after you completed some basic renderman tutorials
nice I also have a blender channel (with some other tech stuff in it)