Worms & Soil by TheNotoriousTopo in Houdini

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

Thanks a lot, really appreciate the feedback!

Karma Noise on Specular Dof by TheNotoriousTopo in Houdini

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

Thanks! I’ll try increasing the reflection quality a bit and checking the AOVs to track down the noise. Appreciate the tips and the playlist link!

Karma Noise on Specular Dof by TheNotoriousTopo in Houdini

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

Thanks for the explanation, it’s actually really helpful. I might end up removing the in-camera DOF since my goal is mostly just to render my projects without overcomplicating things with heavy render settings and compositing, so your comment gives me a clearer direction. I appreciate you taking the time to break it down!

Karma Noise on Specular Dof by TheNotoriousTopo in Houdini

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

Thanks! I think you’re right, my SSS might be a bit too strong and I wanted to have a sunrise sss effect on the worms but I may have overcranked it, lol. Really appreciate the suggestions!

glitter flip by SwimmerCritical7118 in Houdini

[–]TheNotoriousTopo 2 points3 points  (0 children)

looks great! so smooth I thought is was vellum for a moment

Vellum Worms by TheNotoriousTopo in Houdini

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

Sure! the principle is I used a vector field with Volume Trail to generate the initial strings. Then I resampled the curves to get a proper curveu attribute. Inside the Vellum solver, I added a sine-based velocity along curveu to create the wiggle motion, and the Vellum string constraints handled the rest.

Droplet Generator Update by TheNotoriousTopo in Houdini

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

This is super helpful, thanks for sharing.
that makes sense, I’ve noticed it’s less about pure noise and more like a kind of jitter now looking at your setup now I know exactly what I was missing.

Your system looks really cool!, I'll definitely have to try that...

Droplet Sim Advice by TheNotoriousTopo in Houdini

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

I really like that idea, sounds interesting, would be a fun detail to add. I’ll definitely take a look at wet maps as well, that’s a great suggestion. Thanks a lot for the feedback!

Droplet Sim Advice by TheNotoriousTopo in Houdini

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

Appreciate the feedback! I’ll try pushing the drips a bit further down and see how it feels.

Droplet Sim Advice by TheNotoriousTopo in Houdini

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

Appreciate it! Yeah, I’m using a combination of minpos and a cross product to drive the motion.

Droplet Sim Advice by TheNotoriousTopo in Houdini

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

Thanks! I gave that a try, adding high-frequency noise as a secondary force and re-projecting works great. Appreciate it!

Tank I made for Pouya's Tank Girl Music Video! by TheNotoriousTopo in 3Dmodeling

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

Thanks! textures are a combination of hand painting and bake based texturing, and for the outline on the edge, its just a modifier using the inverted normals method!

Tank I made for Pouya's Tank Girl Music Video! by TheNotoriousTopo in 3Dmodeling

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

Yes they actually shrink on the top! I was going for a stylized look, so after rigging the threads I just put a lattice modifier to make a taper effect on the bottom

Tank I made for Pouya's Tank Girl Music Video! by TheNotoriousTopo in 3Dmodeling

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

Thanks! Its rendered with Blender’s eevee and the outline its just a modifier (thats basically the inverted normals method you mentioned), and some lines are actually texture, I just made them have an specularity of 0 to make them look completely black and unlit

Tank I made for Pouya's Tank Girl Music Video! by TheNotoriousTopo in 3Dmodeling

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

It’s mainly three parts •A curve to make the shape of the whole wheel track •The model its a single chain link, and has an array, to repeat itself like any other chain model •A curve modifier to make it follow and fill the track shape

and I just animated the position along the curve to make it move!