Soooo... that's the end...
What can I say, except it was a great event and I was honoured to compete against such talented people.
Time flies like crazy. It feels like March has just started but it's already over. I feel this weird void now without any more daily challenges
I wanted to thank all participants and SideFX staff for such amazing experience.
After this month I am even more convinced that Houdini is a great tool. I can also feel that I got much experience in using it, which I am verry happy about. Thanks again!
And here's my monthly summary:
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MARDINI Daily Art Challenge 2022 » IRON HEART WINNERS | Date Changed - you may need to repost
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 31 Image | Solaris | Material Variation
- wolskikrzys
- 53 posts
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Day 31 - Material Variation
As today's is the very last day of the competition, I decided to go nuts with amount of work that needed to be done and do something different than the projects I've done so far. Many of my recent works were very moody, sometimes even creepy. So it was time for something cute and nice.
I decided to go with a seal. The very first obstacle was modeeling. It might be not that difficult to sculpt one, but unfortunately Houdini does not have sculpting tools. So as a first step I blocked out the main shapes of a muzzle and a jaw using spheres and edit node with proportional editing. Then, I added the eyeballs and used these rather crude shapes as my reference geometry for retopology. Once retopo was done I had a basic shape of the seal's head. Low number of polygons allowed me to reshape it closer to my liking and also extract a scalp I used for grooming.
The fur was rather simple to make thanks to great grooming tools. I used guide advect tool to quickly create flow of the guides. Then with help of a few manually painted attributes I managed to generate the fur.
Whole process step by step can be seen at the very bottom of this post.
It was time for rendering. I imported everything to Karma and applied Karma Hair shader to my fur, whiskers and a few smaller hairs in the eyebrow area. To break the uniformity of the white fur I used the Material Variation node. While Karma Hair shader allows for randomization of some parameters Material Variation gives much more flexibility. I used it to modify locally melanin for some of the hair to break the color. I also modified the the thickness scale shader parameter which changes the appearance of the hair without changing the actual width of the hair. These parameter cannot be randomized by default, so Material Variation was very handy here. These two changes made the fur much more believable.
I've had a blast working on this project and was surprised how much more fluent in using Houdini I got during this month. I would never thought I could achieve it really.
These are the results of my today's endevaours:
Screenshot presenting use of Material Variation:
Seal modelling steps:
As today's is the very last day of the competition, I decided to go nuts with amount of work that needed to be done and do something different than the projects I've done so far. Many of my recent works were very moody, sometimes even creepy. So it was time for something cute and nice.
I decided to go with a seal. The very first obstacle was modeeling. It might be not that difficult to sculpt one, but unfortunately Houdini does not have sculpting tools. So as a first step I blocked out the main shapes of a muzzle and a jaw using spheres and edit node with proportional editing. Then, I added the eyeballs and used these rather crude shapes as my reference geometry for retopology. Once retopo was done I had a basic shape of the seal's head. Low number of polygons allowed me to reshape it closer to my liking and also extract a scalp I used for grooming.
The fur was rather simple to make thanks to great grooming tools. I used guide advect tool to quickly create flow of the guides. Then with help of a few manually painted attributes I managed to generate the fur.
Whole process step by step can be seen at the very bottom of this post.
It was time for rendering. I imported everything to Karma and applied Karma Hair shader to my fur, whiskers and a few smaller hairs in the eyebrow area. To break the uniformity of the white fur I used the Material Variation node. While Karma Hair shader allows for randomization of some parameters Material Variation gives much more flexibility. I used it to modify locally melanin for some of the hair to break the color. I also modified the the thickness scale shader parameter which changes the appearance of the hair without changing the actual width of the hair. These parameter cannot be randomized by default, so Material Variation was very handy here. These two changes made the fur much more believable.
I've had a blast working on this project and was surprised how much more fluent in using Houdini I got during this month. I would never thought I could achieve it really.
These are the results of my today's endevaours:
Screenshot presenting use of Material Variation:
Seal modelling steps:
Edited by wolskikrzys - 2022年3月31日 23:40:36
MARDINI Daily Art Challenge 2022 » Day 30 Image | Solaris | Light Mixer
- wolskikrzys
- 53 posts
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Day 30 - Light Mixer
Light mixer is a node that I have used in most of my submissions as it is super useful.
Again, got some problems today. This time it was XPU bugging on me when I had more than 2-3 volumes in the scene, and they were not even heavy volumes. Wasted quite a bit of time on trying to solve the issue. Finally, I switched to Karma CPU.
So that's the final piece for my 'space tetraptych'. It did not turned out exactly as I wanted, but solving XPU issues took quite substential amount of time, so I didn't manage to do everything I planned.
Submission:
Screenshot:
Light mixer is a node that I have used in most of my submissions as it is super useful.
Again, got some problems today. This time it was XPU bugging on me when I had more than 2-3 volumes in the scene, and they were not even heavy volumes. Wasted quite a bit of time on trying to solve the issue. Finally, I switched to Karma CPU.
So that's the final piece for my 'space tetraptych'. It did not turned out exactly as I wanted, but solving XPU issues took quite substential amount of time, so I didn't manage to do everything I planned.
Submission:
Screenshot:
MARDINI Daily Art Challenge 2022 » Day 29 Image | Solaris | Background Plate
- wolskikrzys
- 53 posts
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Day 29 - Background Plate
I've got quite a few problems today.
First of all I had to figure out how the tool works. Next, I had a lot of troubles with converting a jpg image to ACES CG so it actually looks good after comping. So yeah, it has been time of learning new stuff. While I am still not sure how to convert jpgs corectly I managed to get 'acceptebale' look.
Then, I decided to create a proxy of the scene so all the spheres cast shadows correctly and more importatnly the big glass sphere has approximately proper refractions. Here are the final results:
Screenshot:
I've got quite a few problems today.
First of all I had to figure out how the tool works. Next, I had a lot of troubles with converting a jpg image to ACES CG so it actually looks good after comping. So yeah, it has been time of learning new stuff. While I am still not sure how to convert jpgs corectly I managed to get 'acceptebale' look.
Then, I decided to create a proxy of the scene so all the spheres cast shadows correctly and more importatnly the big glass sphere has approximately proper refractions. Here are the final results:
Screenshot:
MARDINI Daily Art Challenge 2022 » Day 28 Image | Solaris | Layout
- wolskikrzys
- 53 posts
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Day 29 - Layout
It took me quite a while to get it how to export preped geometry to USD. Once it was done I could start layouting the scene.
I have used the node to construct the ruins and populate the ground with grass clumps.
This node is great, but once you try to instatiate large number of meshes performance drops quite significantly.
Submission:
Screenshot:
It took me quite a while to get it how to export preped geometry to USD. Once it was done I could start layouting the scene.
I have used the node to construct the ruins and populate the ground with grass clumps.
This node is great, but once you try to instatiate large number of meshes performance drops quite significantly.
Submission:
Screenshot:
MARDINI Daily Art Challenge 2022 » WELCOME & RULES
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 27 Animation | KineFX | Rig Match Pose
- wolskikrzys
- 53 posts
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Day 27 - Match Pose
It was quite tricky to find an idea for this node that uses only the content from within Houdini.
At the end I decided to pick 2 animations from mocapbiped3 node, merge them together and transfer them to my rig that I have used during this week. Then I added some quick vellum fluid and that's it.
I wish I could use a few more render samples to get rid of the noise, but well... I needed to limit number of samples to make it on time.
Submission:
Screenshot:
It was quite tricky to find an idea for this node that uses only the content from within Houdini.
At the end I decided to pick 2 animations from mocapbiped3 node, merge them together and transfer them to my rig that I have used during this week. Then I added some quick vellum fluid and that's it.
I wish I could use a few more render samples to get rid of the noise, but well... I needed to limit number of samples to make it on time.
Submission:
Screenshot:
MARDINI Daily Art Challenge 2022 » [DEADLINE CHANGED] Day 25 Image | KineFX | IK Chains
- wolskikrzys
- 53 posts
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Day 25 IK Chains
The One That Carries Burdens of The Earth
IK Chians is a really cool tool which makes posing much easier. I am quite happy about the right I have created which allowed to plant hands and feet in place and then adjust the rest of the body (without changing hands and feet positions), so the person actually looks like he's carrying something heavy.
It's been a lot of fun. I am definitely going to look more into rigginf with KineFX.
Submission:
Screenshot:
The One That Carries Burdens of The Earth
IK Chians is a really cool tool which makes posing much easier. I am quite happy about the right I have created which allowed to plant hands and feet in place and then adjust the rest of the body (without changing hands and feet positions), so the person actually looks like he's carrying something heavy.
It's been a lot of fun. I am definitely going to look more into rigginf with KineFX.
Submission:
Screenshot:
MARDINI Daily Art Challenge 2022 » Day 26 Animation | KineFX | Secondary Motion
- wolskikrzys
- 53 posts
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Day 26 - Secondary Motion
I decided to go for some nested secondary motion, so I have used it for 2 purposes: head lag of the character and lag of the antena.
The head lag was not as trivial as I thought and required additional joints and orientation correction with rigvop. The antena case was even more tricky as rotation of its joints had to occur along the head axis not antena axis itself (when the head rotates). A compund of a few secondary motion nodes together with some rigvop for correction of the joint orientation solved the issue. It was fun to make.
The robot was inspired by 3 witty characters from movies and animations. Can you guess which movies are those?
As a hint I can say: 'Luke, I am your... ...personal healthcare companion'
Submission:
Screenshot:
I decided to go for some nested secondary motion, so I have used it for 2 purposes: head lag of the character and lag of the antena.
The head lag was not as trivial as I thought and required additional joints and orientation correction with rigvop. The antena case was even more tricky as rotation of its joints had to occur along the head axis not antena axis itself (when the head rotates). A compund of a few secondary motion nodes together with some rigvop for correction of the joint orientation solved the issue. It was fun to make.
The robot was inspired by 3 witty characters from movies and animations. Can you guess which movies are those?
As a hint I can say: 'Luke, I am your... ...personal healthcare companion'
Submission:
Screenshot:
Edited by wolskikrzys - 2022年3月26日 21:46:23
MARDINI Daily Art Challenge 2022 » [DEADLINE CHANGED] Day 24 Image | KineFX | Full Body IK
- wolskikrzys
- 53 posts
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Day 24 - Full Body IK
The forum was in maintenence yesterday again which made it impossible to submit the work on time, hence I post it today.
Title: The Pointless Effort
Submission:
Screenshot:
The forum was in maintenence yesterday again which made it impossible to submit the work on time, hence I post it today.
Title: The Pointless Effort
Submission:
Screenshot:
MARDINI Daily Art Challenge 2022 » Day 23 Image | KineFX | Skeleton Blend
- wolskikrzys
- 53 posts
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Day 23 - Skeleton Blend
Diversity
Submission:
I used skeleton blend to mirror the poses of the hands, but even more importantly, thank to this node, I managed to create a hand controller which allowed me to quickly pose all the hands without a need of tweaking all joints manually.
Screenshots:
Diversity
Submission:
I used skeleton blend to mirror the poses of the hands, but even more importantly, thank to this node, I managed to create a hand controller which allowed me to quickly pose all the hands without a need of tweaking all joints manually.
Screenshots:
Edited by wolskikrzys - 2022年3月23日 21:37:50
MARDINI Daily Art Challenge 2022 » Day 22 Image | KineFX | Rig Pose
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 21 Image | KineFX | Skeleton
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 20 Image | SideFX Labs | Mesh Tiler
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » [DEADLINE CHANGED] Day 19 Image | SideFX Labs | Sci Fi Panels
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 18 Image | SideFX Labs | Cable Generator
- wolskikrzys
- 53 posts
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Day 18 - Cables
Rite of Passage
Submission:
Screenshot:
Rite of Passage
Submission:
Screenshot:
Edited by wolskikrzys - 2022年3月18日 21:19:31
MARDINI Daily Art Challenge 2022 » Day 17 Animation | SideFX Labs | Lightning
- wolskikrzys
- 53 posts
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Day 17 - Lightning
Pig Disintegrator
Submission:
Screenshot:
Pig Disintegrator
Submission:
Screenshot:
Edited by wolskikrzys - 2022年3月17日 20:51:57
MARDINI Daily Art Challenge 2022 » Day 16 Image | SideFX Labs | Tree Tools
- wolskikrzys
- 53 posts
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Day 16 - Tree
Sacred Tree, grant us your power!
Submission:
Screenshot:
Sacred Tree, grant us your power!
Submission:
Screenshot:
Edited by wolskikrzys - 2022年3月16日 18:10:25
MARDINI Daily Art Challenge 2022 » Day 15 Image | SideFX Labs | Lot Subdivision
- wolskikrzys
- 53 posts
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Day 15 - Lot Subdivision
The Arc
(Yup, the planet is also rendered)
Submission:
Screenshot:
The Arc
(Yup, the planet is also rendered)
Submission:
Screenshot:
Edited by wolskikrzys - 2022年3月15日 20:20:50
MARDINI Daily Art Challenge 2022 » Day 14 Image | SideFX Labs | Box Cutter
- wolskikrzys
- 53 posts
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