Tom Freitag
March 20, 2014 18:54:39
hello,
6 month ago I decided to switching(not completely for now) after many many years from 3dmax to houdini. I will learning it step-by-step for the next years…so a lot do….but for now houdini is total mind blowing

.. and I tried to understand only sops and a litlle bit of mantra….and chops/dops bring up another universe to dive in :shock:
anyway, here is the link:
https://vimeo.com/89659049 [
vimeo.com]
thx for watching, tom.
Netvudu
March 20, 2014 20:34:17
hi Tom.
I really enjoyed the balloon project. Could you give a bit more insight about the process you followed there?
edward
March 20, 2014 22:41:39
Looking good! Just spread the word around outside too since you're blown away.
Doudini
March 21, 2014 13:40:59
great stuff! i really like it! 6 months? thats impressive.
eetu
March 22, 2014 03:17:24
Ohh, I really like that!
Tom Freitag
March 22, 2014 06:30:14
I am really happy about your feedback especially from you guys. 6 month sounds short time but i could use some knowledge of my many years of 3dsmax. ..and if I like something then i can't stop doing it.
the jetfighter-shot was the most ambitious project. i try to concentrated on one complete vfx shot in 4 weeks.
last year i had done the modelling/shading of jetfighter in 3dsmax/vray. then i saw the ballon-examplescene from milan suk(bullet sop) and i thought how nice would be to put huge amount of ballons on jet on airport-tempel. i took my camera, shoting some seq and hdri. tracking. rebuild it the ballon-scene-files, learn and extend exicting controlls. 8)
the jet was rendered in max (with transformation form houdini-sim) and the ropes and ballons was rendered in mantra.
…and i am really amazed about the sidefx-philosophy, how they connected to the userbase… a small professionell community. i feel with houdini we have a bright future… i couldn't stop….and i am not a salesmanager! its totally opposite to autodesk in every aspect!!
old_school
March 22, 2014 10:21:59
They is We.
You can talk to us directly too.
Tom Freitag
March 22, 2014 15:03:59

ops:
…i didn't mean it in an arrogant way. is more a lack of my written english..
anon_user_37409885
March 23, 2014 05:27:01
killer work Tom!
Tom Freitag
March 23, 2014 06:56:32
old_school
March 24, 2014 14:01:13
I forgot to mention, most excellent work!
Tom Freitag
March 25, 2014 19:05:46
thanks, jeff !
Sadjad Rabiee
March 28, 2014 05:18:09
I Like That 8)
Tom Freitag
April 20, 2014 12:38:03
thx joker !!
if somebody is interested in, here my first steps with dops (meshed pyro sim) with some displacements….and its a brezzed how nicely mantra works with displacment..
https://dl.dropboxusercontent.com/u/34142573/pyro_meshing_v04_wearshader%2B.hipnc.mov [
dl.dropboxusercontent.com]
there is a lot of jittering going on. is it good way to displacing a mesh with the typical vdb-mesh topology?
edward
April 24, 2014 00:09:01
Tom Freitag
there is a lot of jittering going on. is it good way to displacing a mesh with the typical vdb-mesh topology?
Are you referring to the jittering because the particles are independently surfaced every frame?
Tom Freitag
April 24, 2014 05:42:55
I am referring to the micro jittering(small pixels). If you look closely in some area the jittering apperas like a grid (around frame #61).
Sadjad Rabiee
May 1, 2014 12:16:49
Tom Freitag
thx joker !!
if somebody is interested in, here my first steps with dops (meshed pyro sim) with some displacements….and its a brezzed how nicely mantra works with displacment..
https://dl.dropboxusercontent.com/u/34142573/pyro_meshing_v04_wearshader%2B.hipnc.mov [dl.dropboxusercontent.com]
there is a lot of jittering going on. is it good way to displacing a mesh with the typical vdb-mesh topology?
Your last work is cool and I like it's rendering.
Also Sharping light's reflection is so impressive :wink:
Did you use “POP Advect by Volumes” for generating particles inside of the Pyro simulation !?
Tom Freitag
May 24, 2014 14:34:30
never to a late: work with pyro and particle advect by volumes. With the cached particles I used the particles to vdb node and meshed it with vdb fluid surfacer.