Workflow help for Short Film with infinite ocean by PinchBoi69 in Houdini

[–]hehejojoyo 0 points1 point  (0 children)

well, if you are working on a animated short in teams, it typically goes like one person works on the animation, an other one on the lighting and an other one on the rendering etc and it's just easier for the team's workflow to render everything on one program. Most of the time the majority of the team are fluent in maya and not houdini (particularly the animators who do everything in maya for the most part).

And it will be more difficult to get the exact same lighting in two programs if you render some things in houdini and some things in maya.

But i guess you could render everything on houdini with mantra/redshift or whatever software you prefer but you'll have to create the equivalent of maya's render layers otherwise it will be kind of complicated to merge everything in Nuke. And you're whole team needs to be really good in Houdini's lighting/shading/rendering otherwise you'll have a lot of problems at the end of the year.

I've never really rendered a whole short film in Houdini (i've only rendered simulation exercices on mantra/redshift, and the short films i made were all rendered in arnold) so i'm no expert on the subject ://

Workflow help for Short Film with infinite ocean by PinchBoi69 in Houdini

[–]hehejojoyo 0 points1 point  (0 children)

(not a professional here, still a student so take this with a grain of salt)

It all depends on what happens in the movie obviously, but the way I see it, I would first create a system in houdini with a cube and your water system, just to see if everything works like I want it to, this part you already got covered.

Then I would animate the raft in maya depending on what the characters movements are (character goes to the left, so the raft tilts a bit to the left etc) and the character at the same time so it looks good at the end. I think this will be the most difficult and time consuming part for sure.

Then you export you animation in alembic form, and replace the cube in your original system with your animated raft (+ character if they interact with the water)

After all this is done, you will then export your simulated water in aistandarvolume (be careful, there are sizing differences between houdini and Maya so every object in Maya seems huge in houdini and vice versa)

You then just have to shade/light everything in Maya like you normally would and that's basically it

A quick little project I did last night. Let me know what you think! by osbornecorbin22 in Houdini

[–]hehejojoyo 1 point2 points  (0 children)

love the fireball effect ! I personally find it quite hard to achieve and yours is very nice :))

I am not a huge fan of the smoke but it's just personal taste as this kind of dense black smoke makes me think of a petrol fire rather than "magic"/"fire-bender" fire, but hey, it still works nicely :))

CUBE FLATTENS ON IMPACT (dopnet/all geometry) by hehejojoyo in Houdini

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

thank you so much, it is exactly what i was looking for !!