I have being working in the AAA industry for tha last 3 years and the crunch is what is forcing me to find something else to do in life even if I love 3d. Some places may be more respectful with their employees but in my experience the crunch is even calculated in advance cause they know the workers will accept that. Some people is very passionate and don´t mind to do it and that is fine but a lot of people have families and they want to build a healthy environment with them or other goals outside the working ours. Not to mention non-payed overtime and other abuses I faced. Hope this industry fixs this problem.
Those tilesets are sexy. Seeing new tilesets is like getting introduced to a new lego set.
Dave Stewart, a 3D artist with 20 years of experience in high-end 3D, match moving and compositing, is a true guru of Houdini. The artist has been sharing peculiar and amazing simulations for years and his art is something that can make you want to learn Houdini.
Let’s take a look at some of his videos:
Mucking about with a number of workflows with these: custom wind fields, advected Cd fields, rest field displacement, particles that advect from Pyro and also add density/Cd/vel, adding lightning arcs post-sim, and seeing how many advected points my system could handle (360 million with 32gb ram).
Warning – ugly render ahead!! 🙂 Very draft, no refraction or fluid interior volume. Simmed/rendered simultaneously on a single machine overnight.
Testing a setup to dynamically erode a collision volume with a FLIP sim. Seems to work quite reliably so far, and looks really cool!
Also had fun setting up a quick wet map SOP, and figuring out how to shade the underlying strata of the eroded object based on it’s distance from the original surface. VDB’s rock!!!
Here’s a simple example .hip file showing the erosion setup.
Hip file here.
Having some fun with stacked POP solvers, based on the great ideas in this ODForce thread.
Featuring Sid, the invisible displaced sphere! 😉
Viscosity based on point age, remapped with a ramp in a POP VOP. Rendered with Mantra PBR.
Hardening speed is exaggerated to be sure, was trying to preserve all the nice folds that form initially.
Make sure to check out Dave’s other simulations here.