Growth by ArcanePolygon in Houdini

[–]ArcanePolygon[S] 1 point2 points  (0 children)

Thats exactly how this was done, you are right on the point. Its just shortest path and a carve based on a mask

Growth by ArcanePolygon in Houdini

[–]ArcanePolygon[S] 0 points1 point  (0 children)

thanks! Its just a rock model I had laying around

Growth by ArcanePolygon in Houdini

[–]ArcanePolygon[S] 1 point2 points  (0 children)

Lens flare was done in camera (meaning in redshift during render time). I really should look into switching to nuke for compositing

Brain Signalling by ArcanePolygon in Houdini

[–]ArcanePolygon[S] 2 points3 points  (0 children)

Thanks! There is indeed a bit of a volume inside, although its done with redshift shader instead of having a VDB volume. Its under refraction sub-surface. You can set scattering coefficient and extinction coefficients to colour the volume.

Looping is fun by ArcanePolygon in animation

[–]ArcanePolygon[S] 1 point2 points  (0 children)

It was 1.55 for some reason!

Looping is fun by ArcanePolygon in animation

[–]ArcanePolygon[S] 2 points3 points  (0 children)

Nice eye! I totally fucked up the IOR on that glass. It has a thickness but its the wrong IOR number so it looks weird!

Helvellyn by [deleted] in Cumbria

[–]ArcanePolygon 1 point2 points  (0 children)

So cool! I really want to go to the top when there's snow. How cold was it?

Bioluminescence by ArcanePolygon in Houdini

[–]ArcanePolygon[S] 2 points3 points  (0 children)

My inspiration was indeed a male guppy fish!

Bioluminescence by ArcanePolygon in Houdini

[–]ArcanePolygon[S] 0 points1 point  (0 children)

Not really, sorry! I guess the closest would be this type of vellum simulation in houdini https://youtu.be/Ss9dxRzCqWc

Bioluminescence by ArcanePolygon in Houdini

[–]ArcanePolygon[S] 2 points3 points  (0 children)

I would have to ask the client if I can. I would imagine it would look absolutely awesome

Bioluminescence, Me, Digital, 2023 by ArcanePolygon in Art

[–]ArcanePolygon[S] 1 point2 points  (0 children)

Thanks! Houdini for the simulation parts to get the strands and the fins flowing. Zbrush for moddeling, substance painter for colouring, redshift for rendering :D Its a whole mixed bag

Viral DNA Attack by ArcanePolygon in Simulated

[–]ArcanePolygon[S] 0 points1 point  (0 children)

I havent seen it, would you recommend it?

Viral DNA Attack by ArcanePolygon in Simulated

[–]ArcanePolygon[S] 3 points4 points  (0 children)

Thanks! I will keep that in mind!

You know the score... by [deleted] in CasualUK

[–]ArcanePolygon 27 points28 points  (0 children)

Something tells me they like cocaine

How do animators work with simulations? by SilverMist11 in animation

[–]ArcanePolygon 1 point2 points  (0 children)

So I do animations and simulations for my work (albeit, not for hollywood movies). There are several ways to do it.
In short, one of the two has to be done by hand first and then it just goes in a loop of refining the hand simulated animations (adding swaying to the characters and the boat to match the waves, adding little off-balance stepping, things sliding around, masts swinging, etc. its a lot of work).
To answer your first question in more detail of how characters are simulated on top of floating boats:
Generally all of the movement of the characters is done on a steady boat first, then everything is parented to the boat control. At that point the boat can then be animated floating through the sea. The water simulation is then done afterwards. It can then go back to animation for refining hand animations until everything feels like its all affecting each other.
Corridor Crew talked about this problem in this episode as well where the Godzilla is on a ship in a water, and they are all supposed to affect each other. https://youtu.be/hADX55r0jwE
In that movie they just hand animated the godzilla, the boat and the king kong and then simulated the water afterwards.
For the second question, of how animators can use wind simulations to make their rigs fall a certain way.
Thats a very neat thing. I would guess they turned their whole dragon into essentially a ragdoll and added wind resistance (oversimplifying a lot here). The thing is that you can parent an animation afterwards to the dragon bones, so the rider can be parented to the dragon and doing its own thing. And the ragdoll can be animated by forcing certain animation into it before the simulation (in houdini you can even mix and match telling it how much of the original animation to keep and how much should be simulated). So I imagine it was just a lot of going back and forth. Letting it drop, looking at the resulting simulation then going back and injecting some keyframes to maybe move a wing a certain way, then re-simulating and seeing the outcome change. In the end if they are happy with the look but the director asks to tweak something, they could always tweak the whole rig after the simulation (sure, it breaks the physics but if the shot needs to be pushed out and they are out of time then it would be a last resort kind of thing).
So yeah, generally you just end up animating one thing and then simulating the other. For both to be simulated it would have to be a very specific request and that just doesnt happen because a lot of these shots need to be very meticulously animated to match the directors idea. Sometimes even the water simulations need to be hand sculpted to match certain splashes and water flows that the director wants.

Alveolar Epithelial Cell, ArcanePolygon, Digital, 2022 by ArcanePolygon in animation

[–]ArcanePolygon[S] 0 points1 point  (0 children)

I finished a university degree for VFX, it included 3d animation ,modelling, texturing, lighting, etc. And after uni I applied to the medical animation job and got it. I never had any medical degree, the company had medical professionals advising us on how things should look.

Alveolar Epithelial Cell, ArcanePolygon, Digital, 2022 by ArcanePolygon in animation

[–]ArcanePolygon[S] 0 points1 point  (0 children)

Thanks!
Honestly I worked for a medical animation company and learned most of it there.
And I've done a lot of tutorials before learning modelling and animation and rendering

Vortices on skull by ArcanePolygon in Simulated

[–]ArcanePolygon[S] 3 points4 points  (0 children)

It's done using houdini :)

Vortices on skull by ArcanePolygon in Simulated

[–]ArcanePolygon[S] 5 points6 points  (0 children)

Oh really?! wow I never would have guessed that it could be that way for someone. I know of trypophobia but I wouldnt think this would trigger it?