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Benagil sea cave, Algarve, Portugal Make a living ....living. just push play @... www.wegetpaidonvacation.com www.donklos.dreamtrips.com www.donklos.worldventures.biz

The Benagil Sea Cave is part of a system of caves that lines Portugal’s southern coast in the Algarve region. This most iconic cave is located just around the corner from a beach in the tiny town of Benagil.

Simulations using openCL mode. For the snow I converted particles to VDB and rendered in Mantra with a volume shader, I used default grains and clay shader for sand.

snow tool houdini

It is a fun little Tool for learning purpose. Procedural snow generator on objects, using SOPs

Houdini 15.5 MPM snow sim on Vimeo

Houdini MPM snow sim on Vimeo

custom sand solver for houdini 13

This is the demonstration of a custom sand solver I have developed for Melnitsa Animation. It is erosion based solver. Mostly implemented with vex.

[hip](tut) Considering supporting us? https://www.patreon.com/entagma  Manuel implements Adam Runions Space Colonization algorithm in VEX. For more info visit http:www.entagma.com  00:32 Introduction to the paper by Adam Runions 00:55 A graphical explanation of the algorithm 03:42 Preparing the attractor points 09:30 Preparing the seed points 11:00 Creating the Space Colonization Solver 13:30 Writing the "Associate" Wrangle 17:15 Writing the "Expand Tree" Wrangle 25:47 Writing the "Remove…

VEX in Houdini: Space Colonization

In this tutorial we are going to build an interesting growth solver that generates ivy branches with tiny roots which connect to the closest surface of a geometry. We will use some VEX and build a custom solver to create some cool growth effects.     useful links:  https://vimeo.com/172529848 (entagma: Creating Geometry With VEX)  https://vimeo.com/128296265 (Rohan Dalvi: Creating animated ivy in Houdini)  http://www.sidefx.com/docs/houdini/vex/functions/_index (VEX functions in Houdini)

In this tutorial we are going to build an interesting growth solver that generates ivy branches with tiny roots which connect to the closest surface of a geometry.

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