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Showing posts from 2018

Houdini - CG integration with live action

In case you're wondering, I explained in my previous post my struggle with textures, and the alembic exports from Houdini. So setting the issues with the UVs aside, I added some effects to this comp alongside some roto and motion blur. 

Houdini - UV Export Issue

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When exporting the animation from Houdini, what I would do is highlight the whole mesh, and export it as an alembic. After importing to Maya, I would add a texture to it, and realize that the UVs are messed up. So i decided to give it another try, but this time, I would fix the UVs before doing the entire process again.  So take 2, I fix the UVs, and the model looks nice with the texture. So I export the model as an OBJ (Houdini didn't seem to read ABC nor FBX files). Now however, I exported it another way, since the first one didn't work. What I did was export my rock animation as a .bgeo file. I then re-exported the .bgeo into a .abc (alembic). Importing it back to Maya however, didn't give me the result I wanted and stayed the same. The UVs are still messed up.  Since I'm only doing 1 rock animation, and attempt to include this in my senior show, I got no choice but to manually fix the UVs face by face. Yes, it's going to take a long long while, but I got ...

Houdini - Voronoi Refinement

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Update on the crash tests

Houdini - Refine Object

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Some crash tests

Houdini - Packed Geometry

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Started a new Houdini tutorial titled "Applied Houdini | Introduction to Rigid Body Destruction" by Steven Knipping. This image is a result of the beginning of the tutorial. 

Houdini - Outer Ring Particles

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Particles added to the outer ring in Houdini

Houdini - Outer Ring_Updated

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Updated outer ring done in Houdini

Houdini - Outer Ring

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Outer Ring done in Houdini

Houdini - Base Grid

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Base grid done in Houdini

Houdini - VEX 2

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Second part to doing VEX in Houdini

Houdini - VEX

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Work done in Houdini

Houdini - Attributes

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Made in Houdini

Houdini - Chair

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Chair modeled in Houdini

Zdepth in Nuke

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Note: I had to convert my EXR renders in Maya to a PNG via Photoshop in order to be able to upload here on Blogger I'm going to overlay this image on top of a background plate to see how it looks like Now knowing how it looks like, having rendered out my EXR file, I also rendered a Zdepth pass as seen below Using a grade node, I inverted the white and blackpoints so it looks like this I merge that over to my scene (as seen above) and get this as a result You may not be able to tell the slight difference but it's there. Now applying a Zdefocus node, gives us this

Relighting in Nuke using multipass

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Note: I had to convert my EXR renders in Maya to a PNG via Photoshop in order to be able to upload here on Blogger So having rendered out my EXR file, I also rendered a variety of passes such as Pworld and WorldNormals as seen below Having this information, I was able to generate a point cloud in Nuke Once it was put into a scene with spotlights in a Relight node, alongside a camera and a basic material, it looked like this Merging that with the original render in screen mode, creates this result Now, adding a background plate to it alongside a bit of rotoing

Houdini - Spiral Staircase

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Spiral staircase modeled in Houdini

Houdini - Table

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Table modeled in Houdini

SynthEyes - Tripod Grass Tracking

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Tracked in SynthEyes

Nuke - Lens Flare

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Reference My work in Nuke My nodes