Just wanted to make sure everyone that asked for this sees it.
cmiVFX Releases Isotropix Clarisse OpenVDB Workflows
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (January 29th, 2016) Late Breaking Technology Alert! Brand new from cmiVFX is the Houdini to Clarisse VDB Workflow Solution. Isotropix Clarisse is a new breed of high-end animation software which is a fusion of an animation package, a compositing software and a 3d rendering engine. It has been designed to streamline the workflow of CG artists to let them work and constantly interact on their final image with full visual effects turned on with super fast speeds. Join the technological future today by purchasing this video at cmiVFX.com today.
Short Description
Learn how to use OpenVDB to bring your dynamic simulations to Clarisse for creative work.
Vimeo Teaser Trailer
https://vimeo.com/153541594 [vimeo.com]
|||||| Isotropix Clarisse OpenVDB Workflows |||||
https://cmivfx.com/store/665-Clarisse+VDB+Workflows [cmivfx.com]
Chapter Descriptions
Introduction
Isotropix Clarisse is a great addition to any CG pipeline ranging from the freelancer all the way up to the larger feature studios.
Clarisse Jump Start
Let’s take a quick overview of Isotropix Clarisse iFX, so you’ll get comfortable really quick and start creating right away.
Simple Workflow Example
Starting from a simple example, we’ll learn the steps required to take your volumes from Houdini to Clarisse, is not that complicated but there is a few details that just have to be right so everything works right in Clarisse.
Sync Assets
Syncing assets is an amazing feature that makes it so friendly to work with other apps. It is an important tool since Clarisse benefits greatly from other applications.
Explosion Workflow
Most of us got into this business to blow things up legally, right? This chapter will show you the detailed information required to export explosions into a VDB sequence from Houdini and import it to Clarisse for dynamic shading materials.
Clouds Workflow
Clouds are one of those things that never stand out in most VFX shots, however, sky replacements are one of the most common techniques in shot beautification. In this part of the video we will make a few clouds shapes objects reminiscent of recent TV commercials.
Animation
Life would be boring without movement. Learn how to create animations on several aspects of your VDB project solutions.
Conclusion
Clarisse has filled a gap in the Visual Effects software industry which has now received a lot of attention. cmiVFX will continue to forge the path for this new forked path in the community.
About The Instructor
Varomix is a Freelance VFX Artist, Generalist TD, Game Developer, Musician and Founder of MIXStudio. Shortly after Side Effects launched the Houdini Apprentice Program in 2002, Varomix became an ardent Houdini user. Since then it has become his main tool for creation. Varomix is also a father and husband that enjoy doing lots of crazy stuff with his family.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how you're feeling, cmiVFX will be there waiting for you! This video is available today at the cmiVFX Store: www.cmivfx.com
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for free and receive hours of free content at the cmiVFX Video-on-Demand Player. Copyright 2016 cmiVFX | cmiStudios. All rights reserved.
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Houdini Lounge » Houdini to Clarisse VDB
- wavesmack
- 132 posts
- Offline
Houdini Lounge » Brand New Houdini to Arnold OpenVDB Workflow by cmiVFX
- wavesmack
- 132 posts
- Offline
Brand New Houdini to Arnold OpenVDB Workflow by cmiVFX
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (December 9th, 2015) Fresh of the edit pipeline, just in time for the holiday season is another hit single training video by cmiVFX. As the Visual Effects industry has matured over the last few years, new formats to accommodate the rendering of large dynamic simulations such as dust, smoke, fire, or even explosions, have been developed to increase the potential for productivity in workflow. Our resident Houdini research scientist, Varomix, committed to bringing a hands on guide for this newly created software pipeline between a host app and a final render. OpenVDB is a standard in the film industry, proven, tested and built by the very same guys that are in the very same film industry. This technique has the potential to be applied to multiple workflows, and over time will be adopted by more artists, exponentially. When it comes to the latest research information in the computer graphics and visual effects industry, only one worldwide network of artists help maintain the lead in the VFX training revolution. That network is cmiVFX.com!
Short Description
Learn how to use OpenVDB, an open source file transfer format, to bring your dynamic simulations to final render.
Vimeo Teaser Trailer
https://vimeo.com/148132405 [vimeo.com]
|||||| Houdini to Arnold VDB Workflow |||||
https://cmivfx.com/store/659-Houdini+Arnold+VDB+Workflow [cmivfx.com]
Chapter Descriptions
Introduction
This course was designed around customers requesting the most amount of information in shorter time periods. Our efforts allowed us to reach the best balance for the VFX artist on the go!
Simple Workflow Example
First, we will break down the process we need to export VDBs from Houdini to Arnold so they can be rendered. In the beginning, all processes will be manual, however as we get further into the process, we learn how to automated the process for rapid reuse.
Arnold Volume Node
We will dice all the parts of the Arnold Volume Node to become completely aware of all its possibilities.
Automating The Workflow
Now that we know the steps we need to export our volumes to VDB and into Arnold, we’ll automate the exporting part so we have faster iterations while tweaking the effect in Houdini.
Explosion Workflow
One of the more popular end user questions: “How to I render my dynamic CG explosion using Arnold?” Our answer back will be the remainder of this chapter.
Clouds Workflow
In this chapter, we take a full shot approach by making realistic clouds over a standard environment plate. All compositing and tuning will be shown in detail.
Bonus Chapter: Rendering Volumes
As a bonus chapter, we’ll talk about how to get rid of noise in your volume renders.
Conclusion
Houdini + Arnold is an example of unparalleled proceduralism amongst applications. This pipeline would work even if you have your own VDB capable render engine. Many compositing apps are looking at adding this technology to their toolset.
About The Instructor
Varomix is a VFX Artist, Generalist TD, Game Developer, Musician and Founder of MIXStudio. Shortly after Side Effects launched the Houdini Apprentice Program in 2002, Varomix became an ardent Houdini user. Since then it has become his main tool for creation. Varomix is also a father and husband that enjoy doing lots of crazy stuff with his family.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how you're feeling, cmiVFX will be there waiting for you! This video is available today at the cmiVFX Store: www.cmivfx.com
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for free and receive hours of free content at the cmiVFX Video-on-Demand Player. Copyright 2016 cmiVFX | cmiStudios. All rights reserved
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (December 9th, 2015) Fresh of the edit pipeline, just in time for the holiday season is another hit single training video by cmiVFX. As the Visual Effects industry has matured over the last few years, new formats to accommodate the rendering of large dynamic simulations such as dust, smoke, fire, or even explosions, have been developed to increase the potential for productivity in workflow. Our resident Houdini research scientist, Varomix, committed to bringing a hands on guide for this newly created software pipeline between a host app and a final render. OpenVDB is a standard in the film industry, proven, tested and built by the very same guys that are in the very same film industry. This technique has the potential to be applied to multiple workflows, and over time will be adopted by more artists, exponentially. When it comes to the latest research information in the computer graphics and visual effects industry, only one worldwide network of artists help maintain the lead in the VFX training revolution. That network is cmiVFX.com!
Short Description
Learn how to use OpenVDB, an open source file transfer format, to bring your dynamic simulations to final render.
Vimeo Teaser Trailer
https://vimeo.com/148132405 [vimeo.com]
|||||| Houdini to Arnold VDB Workflow |||||
https://cmivfx.com/store/659-Houdini+Arnold+VDB+Workflow [cmivfx.com]
Chapter Descriptions
Introduction
This course was designed around customers requesting the most amount of information in shorter time periods. Our efforts allowed us to reach the best balance for the VFX artist on the go!
Simple Workflow Example
First, we will break down the process we need to export VDBs from Houdini to Arnold so they can be rendered. In the beginning, all processes will be manual, however as we get further into the process, we learn how to automated the process for rapid reuse.
Arnold Volume Node
We will dice all the parts of the Arnold Volume Node to become completely aware of all its possibilities.
Automating The Workflow
Now that we know the steps we need to export our volumes to VDB and into Arnold, we’ll automate the exporting part so we have faster iterations while tweaking the effect in Houdini.
Explosion Workflow
One of the more popular end user questions: “How to I render my dynamic CG explosion using Arnold?” Our answer back will be the remainder of this chapter.
Clouds Workflow
In this chapter, we take a full shot approach by making realistic clouds over a standard environment plate. All compositing and tuning will be shown in detail.
Bonus Chapter: Rendering Volumes
As a bonus chapter, we’ll talk about how to get rid of noise in your volume renders.
Conclusion
Houdini + Arnold is an example of unparalleled proceduralism amongst applications. This pipeline would work even if you have your own VDB capable render engine. Many compositing apps are looking at adding this technology to their toolset.
About The Instructor
Varomix is a VFX Artist, Generalist TD, Game Developer, Musician and Founder of MIXStudio. Shortly after Side Effects launched the Houdini Apprentice Program in 2002, Varomix became an ardent Houdini user. Since then it has become his main tool for creation. Varomix is also a father and husband that enjoy doing lots of crazy stuff with his family.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how you're feeling, cmiVFX will be there waiting for you! This video is available today at the cmiVFX Store: www.cmivfx.com
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for free and receive hours of free content at the cmiVFX Video-on-Demand Player. Copyright 2016 cmiVFX | cmiStudios. All rights reserved
Houdini Lounge » cmiVFX Releases New Houdini Crowd VEX Custom Slugfest
- wavesmack
- 132 posts
- Offline
cmiVFX Releases New Houdini Crowd VEX Custom Slugfest
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (December 3rd, 2015)‚ cmiVFX has released brand new Houdini Crowd VEX Custom Slugfest a VEX based code system for managing agent states within the Houdini Crowd system. Over the course of the training we will develop a robust event system that will allow you to customize your crowd needs above and beyond what the standard shelf tools offer. In this series Randy Sanders covers rig conversion, rig import, import fix-up, crowd population, multi-group crowd participants, simulation, constraining agents to a terrain, seeking goals, material style sheets and forming logos. We are going to build a couple mini-code systems such as: event state detection and transition viewing. Then we will take what we have learned to make a much larger system called the ‘SlugFest Engine’. The concept around this is to build the code around the asset. Craft a custom VEX code system to support the specific features of the asset. In the process, we will be using best coding practices to make the code flexible enough to be altered and extended at a later time. When it comes to intriguing Houdini content, look no further than cmiVFX.com!
Vimeo Video Preview
https://vimeo.com/147620852 [vimeo.com]
Short Description
This is a VEX based code system for managing agent states within the Houdini Crowd system.
||||||| HOUDINI CROWD CUSTOM VEX SLUGFEST |||||||
https://cmivfx.com/store/658-Houdini+Crowd+SlugFest [cmivfx.com]
Chapter Descriptions
It Starts With The Character
In this chapter, we review the various states of the animated Blender character which we will use throughout the series. We walk through the FBX export process for each action and generate animated FBX files that are compatible with the Houdini system.
Import And Bake
In this chapter, we go through the steps to import the FBX files and do a little cleanup on the imported animated geometry. We create a subnet for each animation state and configure each animation for baking.
Population And Simulation
In this chapter, we setup population grids for two different agent groups. These two groups will be opposing forces when it comes time for conflict. We create an initial Simulation and setup state nodes for all the FBX files to link the simulation to the baked animation files. We also add attributes to agents to support features of the SlugFest Combat system.
Trigger And Transition Setup
In this short chapter, we add some parameters for global control of transition speed and randomness. We also create the fist set of Trigger/Transition nodes to control migration from the walk state to any other state the system supports.
Transition Previewer
In this chapter, we start off with the remaining Trigger/Transition states in place and move on to construct a transition viewer so we can review our agent transitioning between states. Clip state detection is explained as I walk you through the VEX code.
Installing Slugfest Code
In this chapter, we install the SlugFest engine code into a CrowdTrigger node and create the support nodes for system initialization, seeking and per-frame attribute update. We wrap it up with an animated combat test of the code we installed.
Terrain And Goals
In this chapter, we import objects which become goals for our red and green teams. We link our VEX code to the goals so our agents can detect them. We also setup a randomly deformed ground to act as terrain for our agents to traverse. We tweak various parameters of the Crowd Solver node to dial-in our agent animations and conduct a couple of test to verify that different random outcomes are possible using the system.
Materials, Stylesheet And Rendering
In this chapter, we create a master material for our agents using the new Principled Shader. We also leverage the image maps that came with the original asset to refine the look. We create a Material Stylesheet which changes the color of each team member to match that teams color. We also explore how to reference attributes in Material Stylesheets.
Code Review
In this chapter, we review the Slug Fest Engine code line by line and talk about how the system works.
Finalizing The Look
In this final Slug Fest chapter, we improve the render setup by adding a matched set of images, Diffuse, Displace and Normal maps, to the terrain. We install the remaining matched set of images on to our agent's material as well. We explore Depth of Field and how to enable Motion Blur for the agents. We setup lighting using the Sky Light with an Environment image map. We explore how to color match the terrain horizon line with the environment map for a more seamless look. We set the final speed for the simulation then add more agents to our scene and sort them by axis.
Agents Form A Logo
In this chapter, we set aside the Slug Fest code and explore how to use VEX code to make the default agents walk or run from one random location to another location within a logo. When they reach the final location they switch to an idle standing position. A simple Material Stylesheet colorizes the seeking agents and the standing agents who have reached their goal.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
About the Instructor: Randy Sanders
While programming dominated Randy's early life, computer graphics and animation were always at the heart of it. Having written his first program, an animated low-res graphical trumpet, at age 14, Randy went on to win first place in the Ohio State High School programming championship two years in a row. As computers evolved, so did Randy's programming skills. Randy spent ten years as a Microsoft application developer creating multi-media programs for the desktop and the web. As comfortable on Windows, Mac or Linux, Randy now pursues Open Source solutions for development and has written many Python scripts for 3D environments. All code and no fun makes Randy a dull boy? Not really, Randy is also an accomplished recording artists/audio engineer and has several published works, including works for the Sony music corporation and local record labels. He has collaborated on musical sound tracks for local movies and his keyboard sequencing can be heard on the nationally famous poet Umar Bin Hassan's CD “Life Is Good” as well as trumpet and guitar on Howlin' Maggie's “Honey Suckle Strange”. Visual composition is important to Randy. But not content to just look through the viewfinder. Randy has gone further into the camera than most and been employed as a camera repair technician. This venture into the mechanical and electrical makeup of lenses, flash units, camera bodies and video camcorders has given Randy a technical understanding of photography and videography that he leverages in his work. Randy is a competent camera operator and has managed video shoots from start to finish. Including capture, editing, keying, rotoscoping and delivery after the shoot. Animation still remains Randy's passion whether it is 2D or 3D. In between projects, Randy can often be found seeking out new animation techniques, putting a modern twist on an old one or just making something pretty. If time has taught Randy anything, it is that to remain creative you must always look to the future. What will Randy be doing in five years? More than likely leveraging the latest software to complete effects shots for television, movies or the advertising industry.
This video is available today at the cmiVFX Store: http://store.cmivfx.com/ [store.cmivfx.com]
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. ( http://store.cmivfx.com/login [store.cmivfx.com] ) For additional information about cmiVFX, visit http://www.cmivfx.com [cmivfx.com] or email eric@cmivfx.com © 2014 cmiVFX | cmiStudios. All rights reserved.
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (December 3rd, 2015)‚ cmiVFX has released brand new Houdini Crowd VEX Custom Slugfest a VEX based code system for managing agent states within the Houdini Crowd system. Over the course of the training we will develop a robust event system that will allow you to customize your crowd needs above and beyond what the standard shelf tools offer. In this series Randy Sanders covers rig conversion, rig import, import fix-up, crowd population, multi-group crowd participants, simulation, constraining agents to a terrain, seeking goals, material style sheets and forming logos. We are going to build a couple mini-code systems such as: event state detection and transition viewing. Then we will take what we have learned to make a much larger system called the ‘SlugFest Engine’. The concept around this is to build the code around the asset. Craft a custom VEX code system to support the specific features of the asset. In the process, we will be using best coding practices to make the code flexible enough to be altered and extended at a later time. When it comes to intriguing Houdini content, look no further than cmiVFX.com!
Vimeo Video Preview
https://vimeo.com/147620852 [vimeo.com]
Short Description
This is a VEX based code system for managing agent states within the Houdini Crowd system.
||||||| HOUDINI CROWD CUSTOM VEX SLUGFEST |||||||
https://cmivfx.com/store/658-Houdini+Crowd+SlugFest [cmivfx.com]
Chapter Descriptions
It Starts With The Character
In this chapter, we review the various states of the animated Blender character which we will use throughout the series. We walk through the FBX export process for each action and generate animated FBX files that are compatible with the Houdini system.
Import And Bake
In this chapter, we go through the steps to import the FBX files and do a little cleanup on the imported animated geometry. We create a subnet for each animation state and configure each animation for baking.
Population And Simulation
In this chapter, we setup population grids for two different agent groups. These two groups will be opposing forces when it comes time for conflict. We create an initial Simulation and setup state nodes for all the FBX files to link the simulation to the baked animation files. We also add attributes to agents to support features of the SlugFest Combat system.
Trigger And Transition Setup
In this short chapter, we add some parameters for global control of transition speed and randomness. We also create the fist set of Trigger/Transition nodes to control migration from the walk state to any other state the system supports.
Transition Previewer
In this chapter, we start off with the remaining Trigger/Transition states in place and move on to construct a transition viewer so we can review our agent transitioning between states. Clip state detection is explained as I walk you through the VEX code.
Installing Slugfest Code
In this chapter, we install the SlugFest engine code into a CrowdTrigger node and create the support nodes for system initialization, seeking and per-frame attribute update. We wrap it up with an animated combat test of the code we installed.
Terrain And Goals
In this chapter, we import objects which become goals for our red and green teams. We link our VEX code to the goals so our agents can detect them. We also setup a randomly deformed ground to act as terrain for our agents to traverse. We tweak various parameters of the Crowd Solver node to dial-in our agent animations and conduct a couple of test to verify that different random outcomes are possible using the system.
Materials, Stylesheet And Rendering
In this chapter, we create a master material for our agents using the new Principled Shader. We also leverage the image maps that came with the original asset to refine the look. We create a Material Stylesheet which changes the color of each team member to match that teams color. We also explore how to reference attributes in Material Stylesheets.
Code Review
In this chapter, we review the Slug Fest Engine code line by line and talk about how the system works.
Finalizing The Look
In this final Slug Fest chapter, we improve the render setup by adding a matched set of images, Diffuse, Displace and Normal maps, to the terrain. We install the remaining matched set of images on to our agent's material as well. We explore Depth of Field and how to enable Motion Blur for the agents. We setup lighting using the Sky Light with an Environment image map. We explore how to color match the terrain horizon line with the environment map for a more seamless look. We set the final speed for the simulation then add more agents to our scene and sort them by axis.
Agents Form A Logo
In this chapter, we set aside the Slug Fest code and explore how to use VEX code to make the default agents walk or run from one random location to another location within a logo. When they reach the final location they switch to an idle standing position. A simple Material Stylesheet colorizes the seeking agents and the standing agents who have reached their goal.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
About the Instructor: Randy Sanders
While programming dominated Randy's early life, computer graphics and animation were always at the heart of it. Having written his first program, an animated low-res graphical trumpet, at age 14, Randy went on to win first place in the Ohio State High School programming championship two years in a row. As computers evolved, so did Randy's programming skills. Randy spent ten years as a Microsoft application developer creating multi-media programs for the desktop and the web. As comfortable on Windows, Mac or Linux, Randy now pursues Open Source solutions for development and has written many Python scripts for 3D environments. All code and no fun makes Randy a dull boy? Not really, Randy is also an accomplished recording artists/audio engineer and has several published works, including works for the Sony music corporation and local record labels. He has collaborated on musical sound tracks for local movies and his keyboard sequencing can be heard on the nationally famous poet Umar Bin Hassan's CD “Life Is Good” as well as trumpet and guitar on Howlin' Maggie's “Honey Suckle Strange”. Visual composition is important to Randy. But not content to just look through the viewfinder. Randy has gone further into the camera than most and been employed as a camera repair technician. This venture into the mechanical and electrical makeup of lenses, flash units, camera bodies and video camcorders has given Randy a technical understanding of photography and videography that he leverages in his work. Randy is a competent camera operator and has managed video shoots from start to finish. Including capture, editing, keying, rotoscoping and delivery after the shoot. Animation still remains Randy's passion whether it is 2D or 3D. In between projects, Randy can often be found seeking out new animation techniques, putting a modern twist on an old one or just making something pretty. If time has taught Randy anything, it is that to remain creative you must always look to the future. What will Randy be doing in five years? More than likely leveraging the latest software to complete effects shots for television, movies or the advertising industry.
This video is available today at the cmiVFX Store: http://store.cmivfx.com/ [store.cmivfx.com]
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. ( http://store.cmivfx.com/login [store.cmivfx.com] ) For additional information about cmiVFX, visit http://www.cmivfx.com [cmivfx.com] or email eric@cmivfx.com © 2014 cmiVFX | cmiStudios. All rights reserved.
Houdini Lounge » cmiVFX Releases Awesome Houdini Facial Hair Grooming Video
- wavesmack
- 132 posts
- Offline
hey,
thanks for the great compliments… (also mentioned it to Varomix)
Should we take the hair systems to advanced grooming? anyone want to learn how to do things like:
hair braiding, color styling, dynamic fluid wetness interaction, etc..??
c
thanks for the great compliments… (also mentioned it to Varomix)
Should we take the hair systems to advanced grooming? anyone want to learn how to do things like:
hair braiding, color styling, dynamic fluid wetness interaction, etc..??
c
Houdini Lounge » Houdini Ultimate Shading Systems by cmiVFX
- wavesmack
- 132 posts
- Offline
Normally i do not post this type of news on this forum topic, however, seeing that its one of the most requested topics for us from all of you… i thought i would let you all know its available right now. (BRAND NEW)
We are also accepting applications for those of you only interested in a Houdini Only cmiVFX subscription. email sales@cmivfx.com for the latest offerings. NEWS BELOW THIS LINE
______________________________________>
Houdini Ultimate Shading Systems by cmiVFX
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (November 9th, 2015) cmiVFX mentors pride themselves on delivering new learning content requested directly by the customers, allowing our video library to be the most relevant in the entire universe! This Ultimate Shading video for Houdini takes an in-depth look at the new Houdini shading system improvements delivered to us in the most recent update by SideFX. The brand new improvements in Houdini span from a new viewport, improved shaders (including the new Disney shader) that are so amazing and efficient to use, that you will all fall in love. The new Material style sheets are an amazing addition to the popular VFX suite, for it is a great, flexible tool to make the Shader TD’s job even more powerful. New opportunities arise with this new system to allow users to shade massive amounts of geometry, from the very simple to the very technically complex. There are also multiple improvements in the Mantra renderer, which increases the value of the combined solution, making Houdini a very convenient tool for your production pipeline. We can’t wait to see what you do with the information in this video! When it comes to delivering the latest, greatest Houdini content, cmiVFX has your back!
Short Description
Learn about the newest techniques in Shading Systems for SideFX Houdini.
Vimeo Teaser Trailer
https://vimeo.com/144947831 [vimeo.com]
|||||||||||||||||||||| Houdini Ultimate Shading Systems ||||||||||||||||||||||
https://cmivfx.com/store/655-Houdini+Shading+Systems [cmivfx.com]
Chapter Descriptions
Introduction
In this course, we create a full shading project from scratch. Every surface will be maintained, we won’t skip anything or speed up any sections which prevents you from missing a single beat. You’ll see how to get great results fast, each and every time.
Shading Improvements
In this chapter, we talk about what’s new for Shaders in Houdini. The new Shaders take a different approach by default, by starting off precompiled, which makes them faster at render time. The new Principled Shader, also called Disney Shader, comes from the great BRDF Shading research made at Disney Studios and has recently become a standard for all high end shading pipelines.
Shading Project
At this point of the lesson, we start shading a scene. We will use the new Principled Shader mainly, with a combination of procedural and traditional textures.
Shading Foreground Objects
In this section, we’ll do most of the foreground objects, the main table, the base, the container, the paper clips and the pencil.
Mid Ground Objects
In this section we’ll do the stairs, main chair and the floor.
Background Objects
In this section we’ll start shading the background objects. We will do the tables, chairs, book shelves, window glass, supports and the heater. We’ll also add a background on the window. For the books we’ll use the new Material Style Sheets which will help us add a lot of randomness to the books, keeping control over what that randomness generates, without requiring a large amount of effort.
Shading The Main Effects
In this section we’ll shade the main effects of the scene, starting with our custom VFX Morphed object, the wires, the can and finish shading everything in this project.
Final Tweaks
For this bonus chapter, we’ll fix a shading artifact on the main table. We will also discuss how we can add detail and enhance our shading with a few color tweaks that will help accentuate and give you greater control of specific areas.
About The Instructor
Varomix is a VFX Artist, Generalist TD, Game Developer, Musician and Founder of MIXStudio. Shortly after Side Effects launched the Houdini Apprentice Program in 2002, Varomix became an ardent Houdini user. Since then it has become his main tool for creation. Varomix is also a father and husband that enjoy doing lots of adventurous stuff with his family.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how you're feeling, cmiVFX will be there waiting for you!
This video is available today at the cmiVFX Store: www.cmivfx.com
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for free and receive hours of free content at the cmiVFX Video-on-Demand Player. Copyright 2015 cmiVFX | cmiStudios. All rights reserved
We are also accepting applications for those of you only interested in a Houdini Only cmiVFX subscription. email sales@cmivfx.com for the latest offerings. NEWS BELOW THIS LINE
______________________________________>
Houdini Ultimate Shading Systems by cmiVFX
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (November 9th, 2015) cmiVFX mentors pride themselves on delivering new learning content requested directly by the customers, allowing our video library to be the most relevant in the entire universe! This Ultimate Shading video for Houdini takes an in-depth look at the new Houdini shading system improvements delivered to us in the most recent update by SideFX. The brand new improvements in Houdini span from a new viewport, improved shaders (including the new Disney shader) that are so amazing and efficient to use, that you will all fall in love. The new Material style sheets are an amazing addition to the popular VFX suite, for it is a great, flexible tool to make the Shader TD’s job even more powerful. New opportunities arise with this new system to allow users to shade massive amounts of geometry, from the very simple to the very technically complex. There are also multiple improvements in the Mantra renderer, which increases the value of the combined solution, making Houdini a very convenient tool for your production pipeline. We can’t wait to see what you do with the information in this video! When it comes to delivering the latest, greatest Houdini content, cmiVFX has your back!
Short Description
Learn about the newest techniques in Shading Systems for SideFX Houdini.
Vimeo Teaser Trailer
https://vimeo.com/144947831 [vimeo.com]
|||||||||||||||||||||| Houdini Ultimate Shading Systems ||||||||||||||||||||||
https://cmivfx.com/store/655-Houdini+Shading+Systems [cmivfx.com]
Chapter Descriptions
Introduction
In this course, we create a full shading project from scratch. Every surface will be maintained, we won’t skip anything or speed up any sections which prevents you from missing a single beat. You’ll see how to get great results fast, each and every time.
Shading Improvements
In this chapter, we talk about what’s new for Shaders in Houdini. The new Shaders take a different approach by default, by starting off precompiled, which makes them faster at render time. The new Principled Shader, also called Disney Shader, comes from the great BRDF Shading research made at Disney Studios and has recently become a standard for all high end shading pipelines.
Shading Project
At this point of the lesson, we start shading a scene. We will use the new Principled Shader mainly, with a combination of procedural and traditional textures.
Shading Foreground Objects
In this section, we’ll do most of the foreground objects, the main table, the base, the container, the paper clips and the pencil.
Mid Ground Objects
In this section we’ll do the stairs, main chair and the floor.
Background Objects
In this section we’ll start shading the background objects. We will do the tables, chairs, book shelves, window glass, supports and the heater. We’ll also add a background on the window. For the books we’ll use the new Material Style Sheets which will help us add a lot of randomness to the books, keeping control over what that randomness generates, without requiring a large amount of effort.
Shading The Main Effects
In this section we’ll shade the main effects of the scene, starting with our custom VFX Morphed object, the wires, the can and finish shading everything in this project.
Final Tweaks
For this bonus chapter, we’ll fix a shading artifact on the main table. We will also discuss how we can add detail and enhance our shading with a few color tweaks that will help accentuate and give you greater control of specific areas.
About The Instructor
Varomix is a VFX Artist, Generalist TD, Game Developer, Musician and Founder of MIXStudio. Shortly after Side Effects launched the Houdini Apprentice Program in 2002, Varomix became an ardent Houdini user. Since then it has become his main tool for creation. Varomix is also a father and husband that enjoy doing lots of adventurous stuff with his family.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how you're feeling, cmiVFX will be there waiting for you!
This video is available today at the cmiVFX Store: www.cmivfx.com
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for free and receive hours of free content at the cmiVFX Video-on-Demand Player. Copyright 2015 cmiVFX | cmiStudios. All rights reserved
Houdini Lounge » cmiVFX Releases Awesome Houdini Facial Hair Grooming Video
- wavesmack
- 132 posts
- Offline
Princeton, NJ (October 28, 2015) Several months in the making, cmiVFX Research releases an epic video on how to groom human facial hair using SideFX Houdini Animation Software. Artist, cmi’s Chris Maynard, researched hair sculpting in conjunction with hair styling students of an international beauty school as well as popular NYC salons to come up with his ground breaking technique of “Render Softening” using digital hair to dither CG renders for a more realistic look. In conjunction with all of these resources, we added the compatibility with Solid Angle’s Arnold Rendering system to leverage the power of inoperability between several major animation packages. Using Alembic support allowed for us to get true congruency across multiple platforms. To add even more excitement to this already amazing video content, we recorded dual monitor high resolution screens to be displayed in our new higher resolution playback formats! No matter what kind of device you are on, or whatever location you are in, we have a solution for you! The cmiVFX website is designed to work 100% of the time using our redundant cloud servers and multiple device support, which is why many global developers are now using our site to test their own networks for problems! At cmiVFX, we are not only the teachers, but life long students. We take our customers feedback seriously, so our website will keep getting better after each new video release. Houdini Facial Hair Grooming is a major video milestone for us, allowing our extremely popular, “outside of the box” methodology to help guide you as the viewer in a way that is both fun and intriguing. For the cost of a family dinner, you can increase your chance for consistent work exponentially. To assist you even further, we will even help you get a job doing what you love. Simply watch a video, then tell us if you want to do this for a living, and we will help you get started on a path to happiness and success. You can rely on cmiVFX.com to help you be the very best you can be! Purchase this video now, and start making all your characters more detailed today.
Vimeo Teaser Trailer
https://vimeo.com/143812871 [vimeo.com]
Short Description
Chris Maynard shows one of his legendary VFX tricks of hair blending and “Render Softening” using Houdini.
SideFX Houdini Facial Hair Grooming
https://cmivfx.com/store/653-Houdini+Facial+Hair+Grooming [cmivfx.com]
Vimeo Teaser Trailer
https://vimeo.com/143812871 [vimeo.com]
Short Description
Chris Maynard shows one of his legendary VFX tricks of hair blending and “Render Softening” using Houdini.
SideFX Houdini Facial Hair Grooming
https://cmivfx.com/store/653-Houdini+Facial+Hair+Grooming [cmivfx.com]
Houdini Lounge » NLE Editing/Compositing/3D Tracking
- wavesmack
- 132 posts
- Offline
When it comes to finances, i can only propose how to grow in sales,
i cant suggest how to manage operational costs. that being said, SESI has been around for the longest time…. and if the users ask for it… they know how to deliver.
I offer help, for as much as they can use me.. but ultimately the need itself drives the product. Always has.
If you think about how many shares of NLE are out there… and how many people are NOT HAPPY with whats going on in the NLE and COLOR suites right now… its almost serendipitous to have a move like this under your sleeve.
I do not know how much it would cost to get the NLE and Tracker options finished…. but based on the numbers of sales i see from training video sales on various products… i can definitely say there is vast potential for adding that new vertical market.
They key is doing it just right. There is another company (im not naming names) who missed the boat to be quite honest with their attempt to make something similar…. so it left lots of sour tongues and openings for someone to step up and do it right.
as for partnering with SGO…. yea.. that would be a dream come true. Most of you have no idea what mistika is… but if you ever heard of smoke or flame
and if you ever saw large control surfaces with all those buttons? …
imagine being able to assign killer animations in realtime using control surfaces like the one that comes with the big boy mistika! Even using the tangent element on the base model is pretty cool idea. I havent tried to make an interface for that yet into houdini… but its on my list.
if SGO can change from DVS to AJA like im hearing is going on… then its an indication that change is not only acceptable but is driven by customer demand.
I dont want to speculate any more about my requests… i am a dreamer that aims real high… but if SESI or SGO asked me… i would open up the cmiVFX database of talent to help them make it happen. (thats how cool i think it would be)
even tho they are on the two opposite sides of the industry… they literally fit together VERY WELL.
if they cant work together… then its important to vote on what features you like (no matter if they are in this thread or not)… but dont be afraid to say new things, since its the NEW that drives the industry forward.
Wow, i havent said this much on a forum in a while.
lol
c
i cant suggest how to manage operational costs. that being said, SESI has been around for the longest time…. and if the users ask for it… they know how to deliver.
I offer help, for as much as they can use me.. but ultimately the need itself drives the product. Always has.
If you think about how many shares of NLE are out there… and how many people are NOT HAPPY with whats going on in the NLE and COLOR suites right now… its almost serendipitous to have a move like this under your sleeve.
I do not know how much it would cost to get the NLE and Tracker options finished…. but based on the numbers of sales i see from training video sales on various products… i can definitely say there is vast potential for adding that new vertical market.
They key is doing it just right. There is another company (im not naming names) who missed the boat to be quite honest with their attempt to make something similar…. so it left lots of sour tongues and openings for someone to step up and do it right.
as for partnering with SGO…. yea.. that would be a dream come true. Most of you have no idea what mistika is… but if you ever heard of smoke or flame
and if you ever saw large control surfaces with all those buttons? …
imagine being able to assign killer animations in realtime using control surfaces like the one that comes with the big boy mistika! Even using the tangent element on the base model is pretty cool idea. I havent tried to make an interface for that yet into houdini… but its on my list.
if SGO can change from DVS to AJA like im hearing is going on… then its an indication that change is not only acceptable but is driven by customer demand.
I dont want to speculate any more about my requests… i am a dreamer that aims real high… but if SESI or SGO asked me… i would open up the cmiVFX database of talent to help them make it happen. (thats how cool i think it would be)
even tho they are on the two opposite sides of the industry… they literally fit together VERY WELL.
if they cant work together… then its important to vote on what features you like (no matter if they are in this thread or not)… but dont be afraid to say new things, since its the NEW that drives the industry forward.
Wow, i havent said this much on a forum in a while.
lol
c
Houdini Lounge » NLE Editing/Compositing/3D Tracking
- wavesmack
- 132 posts
- Offline
In fact, to add to my last post (cuz it wasnt long enough lol) my friends over at SGO.es would be interested in speaking about such a thing.
Im sure there interest would be as rich as others. Could be a great roadmap for the future. You never know!
Im sure there interest would be as rich as others. Could be a great roadmap for the future. You never know!
Houdini Lounge » NLE Editing/Compositing/3D Tracking
- wavesmack
- 132 posts
- Offline
So this is a very interesting coincidence. For IBC we received some users feedbacks that asked many similar things. I even proposed a potential option for achieving some of this stuff.
But after thinking about it… it would be INTERESTING.. to make Houdini NLEngine.
Maybe a new commercial product line for the high end editorial, DI, 4K, Color and Comp crowd.
Autodesk Flame and Smoke have the richest 3d for a comp app sure
but what if a NLE engine for houdini could be applied as a NODE in something like MISTIKA?
that way you can add 3d to a video clip or COPS to a video clip and CHOPS to a audio clip on a EDIT TIMELINE.
this would be used by me on a daily basis. It would be worth its weight in gold for all the people i deal with.
Being able to select several audio timeline clips and apply a global CHOPs to it would be aweomse.
Then taking that CHOP and linking it to a 3D Houdini FX on the video tracks would be just as cool!
Making Music videos would be a JOY all the time, i can tell you that much.
But making a NLE engine could be used in lots of apps like
Nuke , Fusion, Mistika, Mamba, Resolve, Smoke, Flame, Scratch, Mist, Rain, Ocean, Piranha or just about anything like that.
My vote for all of the above comes with a bit of specifics tho
The choice to make Houdini a PLUGIN LOADER for other apps is very interesting.
Rendering to the timeline or video storage could be done at both global timeline render OR individual cllip render.
WHY NOT JUST DO THIS SEPARATELY? well we knot how that works already…. but what if we can get a TRUE MASTER CGX suite. Im coining the new acronym CGX as a combo of CG and VFX so we know what the difference is.
We could manage an entire production from Houdini NLE Timeline. version management of shots could be controlled and then distributed rendered via SAN clusters… o my would that be HEAVEN for middle sizes studios.
The 3d tracker tho… its a MUST HAVE to make that all happen.
My features for a 3dtracker are specific so you can do image modeling right in houdini with both POINT CLOUD MOLDING and POLY VERTICE TIME MODELING
If your not familiar with the latter… you basically take a shot, 3d camera solve it, then draw a polygon shape over an object on frame 1… then on end frame you move the polygon points to match again.. then in the middle do the same.
at that point your camera solve can be resolved thanks to the geometry, AND you get a 3d model that you can project the footage on and bake it for camera replacement or 3d stabilization AND OR set extension painting.
YOU GOT MY VOTES ON ALL
i only wish i could help work on it.
thanks Z3
cMaynard
But after thinking about it… it would be INTERESTING.. to make Houdini NLEngine.
Maybe a new commercial product line for the high end editorial, DI, 4K, Color and Comp crowd.
Autodesk Flame and Smoke have the richest 3d for a comp app sure
but what if a NLE engine for houdini could be applied as a NODE in something like MISTIKA?
that way you can add 3d to a video clip or COPS to a video clip and CHOPS to a audio clip on a EDIT TIMELINE.
this would be used by me on a daily basis. It would be worth its weight in gold for all the people i deal with.
Being able to select several audio timeline clips and apply a global CHOPs to it would be aweomse.
Then taking that CHOP and linking it to a 3D Houdini FX on the video tracks would be just as cool!
Making Music videos would be a JOY all the time, i can tell you that much.
But making a NLE engine could be used in lots of apps like
Nuke , Fusion, Mistika, Mamba, Resolve, Smoke, Flame, Scratch, Mist, Rain, Ocean, Piranha or just about anything like that.
My vote for all of the above comes with a bit of specifics tho
The choice to make Houdini a PLUGIN LOADER for other apps is very interesting.
Rendering to the timeline or video storage could be done at both global timeline render OR individual cllip render.
WHY NOT JUST DO THIS SEPARATELY? well we knot how that works already…. but what if we can get a TRUE MASTER CGX suite. Im coining the new acronym CGX as a combo of CG and VFX so we know what the difference is.
We could manage an entire production from Houdini NLE Timeline. version management of shots could be controlled and then distributed rendered via SAN clusters… o my would that be HEAVEN for middle sizes studios.
The 3d tracker tho… its a MUST HAVE to make that all happen.
My features for a 3dtracker are specific so you can do image modeling right in houdini with both POINT CLOUD MOLDING and POLY VERTICE TIME MODELING
If your not familiar with the latter… you basically take a shot, 3d camera solve it, then draw a polygon shape over an object on frame 1… then on end frame you move the polygon points to match again.. then in the middle do the same.
at that point your camera solve can be resolved thanks to the geometry, AND you get a 3d model that you can project the footage on and bake it for camera replacement or 3d stabilization AND OR set extension painting.
YOU GOT MY VOTES ON ALL
i only wish i could help work on it.
thanks Z3
cMaynard
Houdini Lounge » cmiVFX Releases New Houdini AI Vision Render System
- wavesmack
- 132 posts
- Offline
cmiVFX Releases New Houdini AI Vision Render System
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (August 7th, 2012)‚ cmiVFX has released its first Artificial Intelligence Brain solution for SideFX Software's Houdini Animation Software Package. This video is a milestone in cmiVFX history, for it is currently the only one of its kind. Our mentor delves deep into the virtual psyche of the Visual Effects Artist's mind by preparing a digital brain solution for a car animation with obstacles. Naturally, since this process is procedural, the end users can take apart this system modularly and build their own characters movements and skills to follow the needs of their workflow. This video will shock some of you long time Houdini users with some methods not commonly scene in the industry. When it comes to Houdini training, you know cmiVFX has something new for you when and where you want it.. just log in and watch.
Short Description
In this video you will learn how to set up Houdini to operate like a true Artificial Intelligence Solution by diving into some very fun and overlooked tools often forgotten about by the industry. Houdini can be your answer to much more than just Explosions and Dynamic Simulations… Come learn how to make a virtual brain station!
Vimeo Preview
https://vimeo.com/47311784 [vimeo.com]
Here at cmiVFX we maintain a current training library for the latest versions of popular software titles. When it comes to high end CG and VFX training, there is only once choice… cmiVFX! Don't forget about the cmiSubscription plan! Get one today. cmiVFX launched the most affordable subscription plan in Visual FX Training History for only $499 USD, and if you were a subscriber, this New Training Release would already be in your account. This video is also available a-la-cart in our brand new HTML5 player system.
|||||||||||||||||||||| Houdini AI Vision Render System ||||||||||||||||||||||
http://www.cmivfx.com/tutorials/view/488/Houdini+AI+Vision+System [cmivfx.com]
Chapter Descriptions
Vision Node
In the first chapter we create a custom VOP SOP that is called Vision Node. While doing this, we get a perspective view of the agent in real time with this node so that in other later chapters we can take view data from this node to process AI behaviors.
Attributes
In this portion of the video we create some custom attributes that are used for AI system like Behavior attributes and color Attributes to help make our events interesting or stimulating to the eye.
Agent Mover
This chapter is where we create another network that is called the “Agent Mover” that allows the Agents to move and turn with behavior attributes and avoid some simple obstacles.
Car Model
Now that we have a pretty stable system, we import and setup an interesting cartoon car model as well transfer animation data from the Agent Mover network to move and turn this car through out its course.
Improve Animation
This chapter's intention is to create an interesting, useful Digital Asset that is called JK_Smooth_Value to make the car agent animate more smoothly.
Finalizing
In this step we fix some bugs and take the car's color from Agent_eye network to apply to car agent character.
Rendering
and finally we create some materials and light the scene and import the cache file from the car animation to render the scene.
About The Mentor
Sadjad Rabiee is a 3D_Generalist working for various studios and companies as a VFX TD and freelancer for over 9 years. He is an expert in both Houdini and Maya for many years practicing a variety of tasks from the diverse requirements demanded from him by the industry. He is well versed in Maya and Houdini but also Nuke, Motion Builder, Combustion, Vue, Real Flow, Match Mover and many others. Sadjad is also a programmer and has worked with C++, Maya API, MEL , Python , HScripts and is familiar with DirectX and OpenGL. He really enjoys experimentation and problem solving for the Visual Effects Industry.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
This video is available today at the cmiVFX Store: http://store.cmivfx.com/ [store.cmivfx.com]
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. ( http://store.cmivfx.com/login [store.cmivfx.com] ) For additional information about cmiVFX, visit http://www.cmivfx.com [cmivfx.com] © 2012 cmiVFX | cmiStudios. All rights reserved.
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (August 7th, 2012)‚ cmiVFX has released its first Artificial Intelligence Brain solution for SideFX Software's Houdini Animation Software Package. This video is a milestone in cmiVFX history, for it is currently the only one of its kind. Our mentor delves deep into the virtual psyche of the Visual Effects Artist's mind by preparing a digital brain solution for a car animation with obstacles. Naturally, since this process is procedural, the end users can take apart this system modularly and build their own characters movements and skills to follow the needs of their workflow. This video will shock some of you long time Houdini users with some methods not commonly scene in the industry. When it comes to Houdini training, you know cmiVFX has something new for you when and where you want it.. just log in and watch.
Short Description
In this video you will learn how to set up Houdini to operate like a true Artificial Intelligence Solution by diving into some very fun and overlooked tools often forgotten about by the industry. Houdini can be your answer to much more than just Explosions and Dynamic Simulations… Come learn how to make a virtual brain station!
Vimeo Preview
https://vimeo.com/47311784 [vimeo.com]
Here at cmiVFX we maintain a current training library for the latest versions of popular software titles. When it comes to high end CG and VFX training, there is only once choice… cmiVFX! Don't forget about the cmiSubscription plan! Get one today. cmiVFX launched the most affordable subscription plan in Visual FX Training History for only $499 USD, and if you were a subscriber, this New Training Release would already be in your account. This video is also available a-la-cart in our brand new HTML5 player system.
|||||||||||||||||||||| Houdini AI Vision Render System ||||||||||||||||||||||
http://www.cmivfx.com/tutorials/view/488/Houdini+AI+Vision+System [cmivfx.com]
Chapter Descriptions
Vision Node
In the first chapter we create a custom VOP SOP that is called Vision Node. While doing this, we get a perspective view of the agent in real time with this node so that in other later chapters we can take view data from this node to process AI behaviors.
Attributes
In this portion of the video we create some custom attributes that are used for AI system like Behavior attributes and color Attributes to help make our events interesting or stimulating to the eye.
Agent Mover
This chapter is where we create another network that is called the “Agent Mover” that allows the Agents to move and turn with behavior attributes and avoid some simple obstacles.
Car Model
Now that we have a pretty stable system, we import and setup an interesting cartoon car model as well transfer animation data from the Agent Mover network to move and turn this car through out its course.
Improve Animation
This chapter's intention is to create an interesting, useful Digital Asset that is called JK_Smooth_Value to make the car agent animate more smoothly.
Finalizing
In this step we fix some bugs and take the car's color from Agent_eye network to apply to car agent character.
Rendering
and finally we create some materials and light the scene and import the cache file from the car animation to render the scene.
About The Mentor
Sadjad Rabiee is a 3D_Generalist working for various studios and companies as a VFX TD and freelancer for over 9 years. He is an expert in both Houdini and Maya for many years practicing a variety of tasks from the diverse requirements demanded from him by the industry. He is well versed in Maya and Houdini but also Nuke, Motion Builder, Combustion, Vue, Real Flow, Match Mover and many others. Sadjad is also a programmer and has worked with C++, Maya API, MEL , Python , HScripts and is familiar with DirectX and OpenGL. He really enjoys experimentation and problem solving for the Visual Effects Industry.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
This video is available today at the cmiVFX Store: http://store.cmivfx.com/ [store.cmivfx.com]
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. ( http://store.cmivfx.com/login [store.cmivfx.com] ) For additional information about cmiVFX, visit http://www.cmivfx.com [cmivfx.com] © 2012 cmiVFX | cmiStudios. All rights reserved.
Houdini Lounge » WebGL exporter Future
- wavesmack
- 132 posts
- Offline
if you build a scene in houdini and export it to a html format….. it would be writing a huge script.
writing that by hand would be painful.
view source on the link if your not understanding.
-c
writing that by hand would be painful.
view source on the link if your not understanding.
-c
Houdini Lounge » WebGL exporter Future
- wavesmack
- 132 posts
- Offline
THE FUTURE IS NEAR…..
this is a request to help push houdini into a new market EARLY.
CHROME now supports full 3d scenes in the browser.
HOUDINI NEEDS A WEBGL EXPORTER:
http://oos.moxiecode.com/js_webgl/water_noise/ [oos.moxiecode.com]
test that out in chrome. its a rinky dink scene….. but think of the future possibilities.
-c
this is a request to help push houdini into a new market EARLY.
CHROME now supports full 3d scenes in the browser.
HOUDINI NEEDS A WEBGL EXPORTER:
http://oos.moxiecode.com/js_webgl/water_noise/ [oos.moxiecode.com]
test that out in chrome. its a rinky dink scene….. but think of the future possibilities.
-c
Technical Discussion » iPhone Motion Capture
- wavesmack
- 132 posts
- Offline
Technical Discussion » iPhone Motion Capture
- wavesmack
- 132 posts
- Offline
Hello,
this is going to sound crazy…. but i really need some help with this.
I am trying to get the EUCON control surfaces to work with houdini.
MIX:
http://www.avid.com/US/products/artist-mix [avid.com]
Color:
http://www.avid.com/US/products/Artist-Color [avid.com]
Transport:
http://www.avid.com/US/products/artist-transport [avid.com]
THES ARE FOR MOTION CAPTURE FOR ANIMATION.
2 - 3 guys using these controls to animated complex secondary animation features for robust characters.
NOW THERE IS A GUY WHO IS MAKING SOMETHING SIMILAR FOR CINEMA 4D.
In fact… he is going to make me a rig setup plugin for C4D and the avid surfaces.
HOWEVER…. i need this in HOUDINI for a few reasons.
His website
http://www.frieslandav.com/camgriptools.php [frieslandav.com]
CAN SOMEONE HELP ME DEVELOP A SOLUTION FOR THE MAC version of HOUDINI that lets me use these surfaces to control animation?
i know some of your are gonna say…. “your crazy”, and “why do you need that”
but i beg you to help me despite my insanity.
thanks in advance.
-chris
this is going to sound crazy…. but i really need some help with this.
I am trying to get the EUCON control surfaces to work with houdini.
MIX:
http://www.avid.com/US/products/artist-mix [avid.com]
Color:
http://www.avid.com/US/products/Artist-Color [avid.com]
Transport:
http://www.avid.com/US/products/artist-transport [avid.com]
THES ARE FOR MOTION CAPTURE FOR ANIMATION.
2 - 3 guys using these controls to animated complex secondary animation features for robust characters.
NOW THERE IS A GUY WHO IS MAKING SOMETHING SIMILAR FOR CINEMA 4D.
In fact… he is going to make me a rig setup plugin for C4D and the avid surfaces.
HOWEVER…. i need this in HOUDINI for a few reasons.
His website
http://www.frieslandav.com/camgriptools.php [frieslandav.com]
CAN SOMEONE HELP ME DEVELOP A SOLUTION FOR THE MAC version of HOUDINI that lets me use these surfaces to control animation?
i know some of your are gonna say…. “your crazy”, and “why do you need that”
but i beg you to help me despite my insanity.
thanks in advance.
-chris
Houdini Indie and Apprentice » zDepth of volume shaders
- wavesmack
- 132 posts
- Offline
I saw this post a little bit late, but if other people are running into this question looking for some more information……
By utilizing the DCM (deep Camera Map) option (Same drop down as the DSM btw.)
You can render out passes with the pz channel as a DEEP data file instead of a normal z channel.
the DSM merge node will in fact composite those render passes with automatic z finding.
So in theory you dont need to render out a hold out matte for your talent and BG, MG, FG environmental objects.
you can render your environment with the deep camera pass PZ channel as a .rat then you can modify your hero passes anytime you want and not have to worry about rendering out new hold out mattes for your original scene.
In Nuke and Fusion they call this Deep Compositing.
I have not yet figured out how to get the DCM RAT file into a open EXR 2.0 for compositing like a renderman deep comp.
anyone else know?
-c
By utilizing the DCM (deep Camera Map) option (Same drop down as the DSM btw.)
You can render out passes with the pz channel as a DEEP data file instead of a normal z channel.
the DSM merge node will in fact composite those render passes with automatic z finding.
So in theory you dont need to render out a hold out matte for your talent and BG, MG, FG environmental objects.
you can render your environment with the deep camera pass PZ channel as a .rat then you can modify your hero passes anytime you want and not have to worry about rendering out new hold out mattes for your original scene.
In Nuke and Fusion they call this Deep Compositing.
I have not yet figured out how to get the DCM RAT file into a open EXR 2.0 for compositing like a renderman deep comp.
anyone else know?
-c
Houdini Lounge » New Video: Houdini Introduction To Particle Animation
- wavesmack
- 132 posts
- Offline
You can write me at chrisATcmivfx.com
I will be more then happy to discuss with you all of the options that are available.
-c
I will be more then happy to discuss with you all of the options that are available.
-c
Houdini Lounge » New Video: Houdini Introduction To Particle Animation
- wavesmack
- 132 posts
- Offline
Hey everyone,
I am sorry to forget posting to the forum again. we will be creating a press release page to make things easier in the future. . but here is the video we promised to the Maya migrators
cmiVFX Launches New Video: Houdini Introduction To Particle Animation
Watch High Definition Training Videos For The Visual Effects Industry Instantly From Anywhere In The World.
Princeton, NJ., February 15, 2009 — cmiVFX | cmiStudios launches yet another Houdini Software Training Video for its customer base. Particle animation training has always been limited by selection. cmiVFX is proud to offer the most robust particle training for a large majority of animation packages. The Introduction To Particle Animation Video is geared towards training entry level individuals or those migrating from other animation packages. All prospective Houdini artists should make this a requirement for their training library. (Video is about 4 hours in length)
This video is available today at the cmiVFX store. http://cmivfx.com/store/Browse.aspx?Category=11 [cmivfx.com]
Product Announcements — Houdini Fluid FX For TD's
http://www.cmivfx.com/SideFX_Houdini_Training/houdini_introduction_to_particle_animation/default.aspx [cmivfx.com]
Creating Particles
Everything has a beginning, and a particle network in houdini always begins with the creation of the particles. You will learn in this chapter the first steps for creating particles. we will be using a location emitter to demonstrate how and where to create those particles.
Location Node Parameters
In order to manipulate particles, the first parameters to change are in the the location node. Since it always begins with the creation, learning the parameters in this phase is a crucial achievement towards getting the most out of your project. During the explanation of the Location Node Parameters we also show the details view, an important place to visualize many of our particles parameters.
Emitting Particles From Geometry
Users are not limited to emitting particles from a location. You can also use custom geometry to emit particles from. Continuing in the particles creation phase, we will be discussing how to use geometry to emit particles using the source node. We will talk about its parameters and we will see how it can inherit velocity from the source geometry. Then we will end up creating a very simple basic rain example.
POP Network Parameters
Particle placement can't really exist without a simulation. In the POP Network Node, we can control some of the simulation parameters. In this chapter of the video, you will learn about the parameters of the POP Network, which will prove very useful in several situations.
Initial State
Sometimes users may just need particles to begin from a certain point in time, after the begining of the simulation. One simple and efficient way of achieving this is by using Initial State. In this section of the video, we will show how to create and import an initial state file, applying that to an example in which we will blow up a fruit bat into a number of smaller fruit bats.
Gravity And Force Attributes
Forces and dynamics are mandatory in order to drive simulations because they reproduce real life situations in a fast and easy way. Here we will begin with the gravity node and explain the basic force parameters. We will also show the property node, a very useful node that we will be using often later.
Fan-Wind-Noise
Fan and wind are two important force nodes that can help you achieve many cool effects. Randomizing things with noise creates a more organic style of movement then with velocity or force used alone. This part will explain in detail those 3 nodes and how to use them in order to continue the bat example. (ending it by blowing up the bat to small bats.)
Planetary Systems
Beside smoke, fire and other widely used visual effects, particles can serve to a different type of effect simulation. We combine and explain a bunch of nodes such as the orbit, torque, group, drag and more in order to create a not so common effect with particles: a planetary system.
Commercial Soda Bubbles Effect
This chapter is all about making the bubbles in a glass of soda with complete detail. We will make them appear on the inner surfaces of the glass, change size with age, and float to the surface where they will burst when colliding with the liquid surface. We then talk about the collision node which is used for the collision of the bubbles with the surface. Continuing, will also show how we can make our particles interact with rigid bodies and collide with them without using the collision node.
Shading And Rendering
What's life without color? Just an old black and white tv with bad reception. In this section, we will be using some of what we have learned in the previous sections to make an electric saw cut into a cube. Then we will learn how to give colors and alpha to the sparks emitting from the saw and change them with time. We show how we can use the render pop to change some of our particles attributes such as shape, and we will end up giving our particles some motion blur.
Sprites And Rendering
Sprites are a very important aspect of particle networks. They are fast, efficient, and allow you to create very interesting effects such as smoke, dust and more. This part will be dedicated to sprites, showing how to create them, color them, control alpha, and how you can attach textures or custom shaders to them all while setting them up for Mantra to render.
About The Author
Georges Nakhle is 25 years old, lebanese, and has a masters degree in mechanical engineering. he has a wide artistic and scientific knowledge, he began his art steps with traditional painting and sculpting then gained a diploma in dramatic monologue (acting -singing), he has worked as a writer and perfomer in radio and TV. combining arts and science led him to CG, so he mastered many 3D tools such as Maya and houdini, he's also a programmer so he's currently working for dassault systemes in Paris-France and he had also worked in combination between Dassault-Systemes and mental images the makers of mental-ray. He is very picky about the details and he believes that every small detail contributes to the finished product.
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. To test drive the new cmiVFX TVOD © system, visit http://www.cmivfx.com/cmi_window.html [cmivfx.com] For additional information about cmiVFX, visit www.cmivfx.com.
© 2009 cmiVFX | cmiStudios. All rights reserved.
I am sorry to forget posting to the forum again. we will be creating a press release page to make things easier in the future. . but here is the video we promised to the Maya migrators
cmiVFX Launches New Video: Houdini Introduction To Particle Animation
Watch High Definition Training Videos For The Visual Effects Industry Instantly From Anywhere In The World.
Princeton, NJ., February 15, 2009 — cmiVFX | cmiStudios launches yet another Houdini Software Training Video for its customer base. Particle animation training has always been limited by selection. cmiVFX is proud to offer the most robust particle training for a large majority of animation packages. The Introduction To Particle Animation Video is geared towards training entry level individuals or those migrating from other animation packages. All prospective Houdini artists should make this a requirement for their training library. (Video is about 4 hours in length)
This video is available today at the cmiVFX store. http://cmivfx.com/store/Browse.aspx?Category=11 [cmivfx.com]
Product Announcements — Houdini Fluid FX For TD's
http://www.cmivfx.com/SideFX_Houdini_Training/houdini_introduction_to_particle_animation/default.aspx [cmivfx.com]
Creating Particles
Everything has a beginning, and a particle network in houdini always begins with the creation of the particles. You will learn in this chapter the first steps for creating particles. we will be using a location emitter to demonstrate how and where to create those particles.
Location Node Parameters
In order to manipulate particles, the first parameters to change are in the the location node. Since it always begins with the creation, learning the parameters in this phase is a crucial achievement towards getting the most out of your project. During the explanation of the Location Node Parameters we also show the details view, an important place to visualize many of our particles parameters.
Emitting Particles From Geometry
Users are not limited to emitting particles from a location. You can also use custom geometry to emit particles from. Continuing in the particles creation phase, we will be discussing how to use geometry to emit particles using the source node. We will talk about its parameters and we will see how it can inherit velocity from the source geometry. Then we will end up creating a very simple basic rain example.
POP Network Parameters
Particle placement can't really exist without a simulation. In the POP Network Node, we can control some of the simulation parameters. In this chapter of the video, you will learn about the parameters of the POP Network, which will prove very useful in several situations.
Initial State
Sometimes users may just need particles to begin from a certain point in time, after the begining of the simulation. One simple and efficient way of achieving this is by using Initial State. In this section of the video, we will show how to create and import an initial state file, applying that to an example in which we will blow up a fruit bat into a number of smaller fruit bats.
Gravity And Force Attributes
Forces and dynamics are mandatory in order to drive simulations because they reproduce real life situations in a fast and easy way. Here we will begin with the gravity node and explain the basic force parameters. We will also show the property node, a very useful node that we will be using often later.
Fan-Wind-Noise
Fan and wind are two important force nodes that can help you achieve many cool effects. Randomizing things with noise creates a more organic style of movement then with velocity or force used alone. This part will explain in detail those 3 nodes and how to use them in order to continue the bat example. (ending it by blowing up the bat to small bats.)
Planetary Systems
Beside smoke, fire and other widely used visual effects, particles can serve to a different type of effect simulation. We combine and explain a bunch of nodes such as the orbit, torque, group, drag and more in order to create a not so common effect with particles: a planetary system.
Commercial Soda Bubbles Effect
This chapter is all about making the bubbles in a glass of soda with complete detail. We will make them appear on the inner surfaces of the glass, change size with age, and float to the surface where they will burst when colliding with the liquid surface. We then talk about the collision node which is used for the collision of the bubbles with the surface. Continuing, will also show how we can make our particles interact with rigid bodies and collide with them without using the collision node.
Shading And Rendering
What's life without color? Just an old black and white tv with bad reception. In this section, we will be using some of what we have learned in the previous sections to make an electric saw cut into a cube. Then we will learn how to give colors and alpha to the sparks emitting from the saw and change them with time. We show how we can use the render pop to change some of our particles attributes such as shape, and we will end up giving our particles some motion blur.
Sprites And Rendering
Sprites are a very important aspect of particle networks. They are fast, efficient, and allow you to create very interesting effects such as smoke, dust and more. This part will be dedicated to sprites, showing how to create them, color them, control alpha, and how you can attach textures or custom shaders to them all while setting them up for Mantra to render.
About The Author
Georges Nakhle is 25 years old, lebanese, and has a masters degree in mechanical engineering. he has a wide artistic and scientific knowledge, he began his art steps with traditional painting and sculpting then gained a diploma in dramatic monologue (acting -singing), he has worked as a writer and perfomer in radio and TV. combining arts and science led him to CG, so he mastered many 3D tools such as Maya and houdini, he's also a programmer so he's currently working for dassault systemes in Paris-France and he had also worked in combination between Dassault-Systemes and mental images the makers of mental-ray. He is very picky about the details and he believes that every small detail contributes to the finished product.
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. To test drive the new cmiVFX TVOD © system, visit http://www.cmivfx.com/cmi_window.html [cmivfx.com] For additional information about cmiVFX, visit www.cmivfx.com.
© 2009 cmiVFX | cmiStudios. All rights reserved.
Houdini Lounge » 20% off all cmiVFX Houdini Videos
- wavesmack
- 132 posts
- Offline
20% off all cmiVFX Houdini Videos
I was told to post this at odforce from a few of our customers. This sale is coming to an end on Monday 10th, 2008 International time.
This coupon code will get you 20% off any and all cmiVFX videos including the already Houdini Discount package.
The URL of course is : http://cmivfx.com/store/Browse.aspx?Category=11 [cmivfx.com]
The coupon code at the store is : CMI2082908
Just enter it at the store and you will see the discount applied to your total price.
Im sorry for not posting this here earlier.
Hope everyone has a good weekend.
_chris
I was told to post this at odforce from a few of our customers. This sale is coming to an end on Monday 10th, 2008 International time.
This coupon code will get you 20% off any and all cmiVFX videos including the already Houdini Discount package.
The URL of course is : http://cmivfx.com/store/Browse.aspx?Category=11 [cmivfx.com]
The coupon code at the store is : CMI2082908
Just enter it at the store and you will see the discount applied to your total price.
Im sorry for not posting this here earlier.
Hope everyone has a good weekend.
_chris
Houdini Lounge » New Video Houdini Fluid FX Integration For TD's
- wavesmack
- 132 posts
- Offline
Houdini Lounge » Introduction to Fluid Dynamics in Houdini
- wavesmack
- 132 posts
- Offline
Hey everyone,
Chris Maynard here at cmiVFX. Just wanted to let you know that we used the SideFX fluids videos as a jumping off point to get into fluids in more detail.
For our 4 hour feature video, read below. (Thanks to everyone at SideFX)
cmiVFX Launches New Video Houdini Fluid FX Integration For TD's
Watch High Definition Training Videos For The Visual Effects Industry Instantly From Anywhere In The World.
Princeton, NJ., July 28, 2008 — cmiVFX | cmiStudios launches yet another Houdini Software Training Video for FX TD's migrating from other Fluid Simulation software packages. With the assistance of Side FX Software and Brian Goodwin (Currently working at Framestore), we bring to you the first volume in the Fluids For Houdini Series. Viewers of this video should have a good understanding of how Houdini operates. New users of Houdini should refer to the Houdini Fundamentals Video located at the following webpage. (Video is about 4 hours in length)
This video is available today at the cmiVFX store. http://cmivfx.com/store/Browse.aspx?Category=11 [cmivfx.com]
Product Announcements — Houdini Fluid FX For TD's
http://www.cmivfx.com/SideFX/houdini_fluid_fx_v1/default.aspx [cmivfx.com]
Introduction
Fluids are often thought of as just being a surface that is rendered and effects that are applied to this surface, and often these can be treated as independent effects however in this video, I focus on exposing that what makes Houdini unique, that being the ability to create complex scalable particle simulations like splashes and bubbles, where these effects rely on the fluid simulation to introduce complex customizable behavior.
Applying Concepts
When trying to generate fluids, there are a number of secondary effects that are normally added to create the sense of realism. Relying on canned effects can only take you as far as prebuilt methods normally do. However being a Technical Director, one normally needs to push things further and have an underlying insight into how the technology behind the tools we use work in order to create effects that are realistic but controllable. This video focuses on exposing how to generate these effects from the ground up by using unconventional methods of taking simulated data out of any fluid simulation and using this in your own custom VOP networks.
Starting At The Beginning
I don't aim to cover all the concepts behind generating fluids, however there needs to be a chapter that gives you enough to get you started, specifically starting with generating the data we need for the effects we want to create. So I cover a couple of problems you will run into when generating fluids for the first time. Since it is focused on getting underneath the hood, I refrain from using to many prebuilt techniques and try to reveal how things actually work when sourcing from object within your scene while handling collisions between liquids and other rigid body objects through to tips on handling larger simulations and finally on how to write data out.
Integrate Your Fluid Simulations Into Other Simulations
Having the ability to allow your fluid simulation to effect other simulations, and having them interact with each other help generate really realistic effects. Not only do your fluid simulations have the ability to advect other objects but others can effect your fluid simulation simultaneously, both through forces and through collisions.
Dealing With Sign Distance Fields
The heart of the lectures are about working with that data that fluids simulations produce but is often unknown. That being the volume data that fluid store attributes like density, velocity and various others that can be customized. We look into how this data is added and how this data is extracted and most importantly, how we can generate custom VOPs that sample this data and use it in other places.
Integrating Volume Data Into Custom Particle Effects
Finally we take this data from fluids and build up custom particle effects that tightly rely on the fluid simulation.
Solving problems that range from birthing particles inside a volume, faking collisions and attractions through to creating custom pop networks that extract data from the fluid object and behave as is the two elements co-existed and were simulated simultaneously, giving the user the ability to craft effects in layers and ultimately creating believable particle effects.
The Author
Brian Goodwin is 26 years old and is a FX TD working at Framestore in London where he jumps between using massive for crowds and Houdini for effects. He has worked on numerous commercial projects and has just finished working on a The Chronicles of Narnia - Price Caspian and is busy working on Baz Luhrmann's new movie, Australia. He began his career in South Africa working in various commercial houses namely, Masters and Savant, Refinery and Blackginger where he was the lead FX TD. Aside from commercial and film projects, He enjoys working on music videos through Lung Animations in South Africa which allow him to try new techniques in the field.
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. To test drive the new cmiVFX TVOD © system, visit http://www.cmivfx.com/cmi_window.html [cmivfx.com] For additional information about cmiVFX, visit www.cmivfx.com.
© 2008 cmiVFX | cmiStudios. All rights reserved.
Chris Maynard here at cmiVFX. Just wanted to let you know that we used the SideFX fluids videos as a jumping off point to get into fluids in more detail.
For our 4 hour feature video, read below. (Thanks to everyone at SideFX)
cmiVFX Launches New Video Houdini Fluid FX Integration For TD's
Watch High Definition Training Videos For The Visual Effects Industry Instantly From Anywhere In The World.
Princeton, NJ., July 28, 2008 — cmiVFX | cmiStudios launches yet another Houdini Software Training Video for FX TD's migrating from other Fluid Simulation software packages. With the assistance of Side FX Software and Brian Goodwin (Currently working at Framestore), we bring to you the first volume in the Fluids For Houdini Series. Viewers of this video should have a good understanding of how Houdini operates. New users of Houdini should refer to the Houdini Fundamentals Video located at the following webpage. (Video is about 4 hours in length)
This video is available today at the cmiVFX store. http://cmivfx.com/store/Browse.aspx?Category=11 [cmivfx.com]
Product Announcements — Houdini Fluid FX For TD's
http://www.cmivfx.com/SideFX/houdini_fluid_fx_v1/default.aspx [cmivfx.com]
Introduction
Fluids are often thought of as just being a surface that is rendered and effects that are applied to this surface, and often these can be treated as independent effects however in this video, I focus on exposing that what makes Houdini unique, that being the ability to create complex scalable particle simulations like splashes and bubbles, where these effects rely on the fluid simulation to introduce complex customizable behavior.
Applying Concepts
When trying to generate fluids, there are a number of secondary effects that are normally added to create the sense of realism. Relying on canned effects can only take you as far as prebuilt methods normally do. However being a Technical Director, one normally needs to push things further and have an underlying insight into how the technology behind the tools we use work in order to create effects that are realistic but controllable. This video focuses on exposing how to generate these effects from the ground up by using unconventional methods of taking simulated data out of any fluid simulation and using this in your own custom VOP networks.
Starting At The Beginning
I don't aim to cover all the concepts behind generating fluids, however there needs to be a chapter that gives you enough to get you started, specifically starting with generating the data we need for the effects we want to create. So I cover a couple of problems you will run into when generating fluids for the first time. Since it is focused on getting underneath the hood, I refrain from using to many prebuilt techniques and try to reveal how things actually work when sourcing from object within your scene while handling collisions between liquids and other rigid body objects through to tips on handling larger simulations and finally on how to write data out.
Integrate Your Fluid Simulations Into Other Simulations
Having the ability to allow your fluid simulation to effect other simulations, and having them interact with each other help generate really realistic effects. Not only do your fluid simulations have the ability to advect other objects but others can effect your fluid simulation simultaneously, both through forces and through collisions.
Dealing With Sign Distance Fields
The heart of the lectures are about working with that data that fluids simulations produce but is often unknown. That being the volume data that fluid store attributes like density, velocity and various others that can be customized. We look into how this data is added and how this data is extracted and most importantly, how we can generate custom VOPs that sample this data and use it in other places.
Integrating Volume Data Into Custom Particle Effects
Finally we take this data from fluids and build up custom particle effects that tightly rely on the fluid simulation.
Solving problems that range from birthing particles inside a volume, faking collisions and attractions through to creating custom pop networks that extract data from the fluid object and behave as is the two elements co-existed and were simulated simultaneously, giving the user the ability to craft effects in layers and ultimately creating believable particle effects.
The Author
Brian Goodwin is 26 years old and is a FX TD working at Framestore in London where he jumps between using massive for crowds and Houdini for effects. He has worked on numerous commercial projects and has just finished working on a The Chronicles of Narnia - Price Caspian and is busy working on Baz Luhrmann's new movie, Australia. He began his career in South Africa working in various commercial houses namely, Masters and Savant, Refinery and Blackginger where he was the lead FX TD. Aside from commercial and film projects, He enjoys working on music videos through Lung Animations in South Africa which allow him to try new techniques in the field.
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. To test drive the new cmiVFX TVOD © system, visit http://www.cmivfx.com/cmi_window.html [cmivfx.com] For additional information about cmiVFX, visit www.cmivfx.com.
© 2008 cmiVFX | cmiStudios. All rights reserved.
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