![Paul Esteves](/img/default-banner.jpg)
- 153
- 672 584
Paul Esteves
Germany
เข้าร่วมเมื่อ 25 ม.ค. 2021
031 Inflate Objects Teaser
In this tutorial we'll talk through creating some nice wrinkly cloth objects. We'll then dive into deflation and inflation, and look at 2 different methods we can use to do this. In part 2 we'll talk about rendering and how to create this cool velvet shader.
มุมมอง: 686
วีดีโอ
030 Racket Fluid Teaser
มุมมอง 1.9Kหลายเดือนก่อน
In this series we'll talk about fluids in Houdini. Instead of just talking about this effect, I want to talk through fluids in general. So, in part 1 I'll talk about the absolute basics of how you can setup fluids using both the sop tools and the dopnet (and why to use each one). In part two we'll talk about specific settings like surface tension, viscosity, droplets, etc. We'll also build some...
029 Racket Strings Teaser
มุมมอง 1.8K2 หลายเดือนก่อน
This month we're tackling dynamically resampling Vellum hairs. We'll talk through the Vellum setup, we'll also add some initial velocities to break up our shape and finally in part 2 we'll tackle all things rendering. As always, we'll build the scene entirely from scratch and I'll do my best to explain the process as I go!
028 - Tennis Ball Growth Teaser
มุมมอง 3.6K3 หลายเดือนก่อน
In this tutorial we'll talk through growing megascans over a surface. In part one we'll talk through some basics. In part 2 we'll talk about some more specific techniques to get some nice details into the shot. www.patreon.com/paulesteves28
027 - Tennis Ball Hit Teaser
มุมมอง 4.4K5 หลายเดือนก่อน
In this series of tutorials we'll tackle this close up shot of a tennis ball hit. We'll build a tennis ball semi procedurally in Houdini. We'll add the hairs and details, light it and get it ready for production. In part 2 we'll talk about smoke simulations. I'll talk through different aspects and how we can use different sources and different settings to get cool results that we want. In part ...
026 - RBD Reshape Teaser
มุมมอง 3.3K6 หลายเดือนก่อน
Firstly, Happy new year! I hope 2024 is an amazing year for you. This month we're talking about RBDs and how we can make them conform to specific "goal shapes." www.patreon.com/paulesteves28
It's VEXember time!
มุมมอง 4.6K7 หลายเดือนก่อน
Thanks for watching and I hope you'll join us on this fun adventure! I will be posting the challenges on Twitter: paulesteves28 We will also have a good discussion around the challenges on discord. Matt Estela/CGwiki has agreed to host it. You can join his patreon to get access to the Discord (it's well worth the money, I can assure you). www.patreon.com/mattestela See you there!
How to make Redshift materials FASTER and EASIER than ever with this powerful tool.
มุมมอง 3.8K8 หลายเดือนก่อน
Thanks for watching! ODtools: origamidigital.com/cart/index.php?route=product/product&product_id=66 📸 Follow/Sub ↴ ▶ TikTok: www.tiktok.com/@paulesteves28 ▶ Instagram: paulesteves28 ▶ Twitter: paulesteves28 ▶ Patreon: www.patreon.com/paulesteves28 #3d #houdini #sidefx #render #karma #solaris #abstract #3dart #design #art #simulation #motiondesign
024 - Hair Droplets Teaser
มุมมอง 4.2K8 หลายเดือนก่อน
This month I'll be doing a 4 part series. Part 1 - This will be focused on the freelancing/admin side of doing a project direct to client like this. Part 2 - We'll recreate the shot in Houdini, from scratch. I'll talk about my thought process, converting the clients ideas and wishes into a Houdini scene. Part 3 - We'll go through the rendering of hair and water droplets. Part 4 - I'll show you ...
I'm trying Karma again... Wish me luck!
มุมมอง 10K9 หลายเดือนก่อน
Thanks for watching! 📸 Follow/Sub ↴ ▶ TikTok: www.tiktok.com/@paulesteves28 ▶ Instagram: paulesteves28 ▶ Twitter: paulesteves28 ▶ Patreon: www.patreon.com/paulesteves28 Music by Epidemic Sound: www.epidemicsound.com/ #3d #houdini #sidefx #render #karma #solaris #abstract #3dart #design #art #simulation #motiondesign
That jiggle from the burger is definitely going to be used differently by someone 😂😂
Bruh 😂
how did you get it to run on the gpu? I've found it to be pretty slow! Honestly I can't find any evidence whatsoever to support the claim that this is fast and runs on the gpu.
It runs on the GPU by default. It's entirely based on openCL. Second paragraph at the bottom: www.sidefx.com/docs/houdini//nodes/sop/mpmsolver.html "The solver is fully written in OpenCL to take advantage of the powerful GPUs available in most workstations."
@@PaulEsteves28 hmm I see. With the tests I've done though the solver seems to rely more heavily on system memory and uses very little vram (even on higher particle counts only about 2-3gb of vram). Not quite on the same level in terms of performance as something like dyverso in Realflow. I thought with your statement that "the solver runs completely on the gpu" that maybe I had missed a setting or two. Still an impressive system. I just wish there was a cuda option.
looks like SPH or SPB Solver in Realflow.
I don't know specifics, but, it could be?
HAHAHA Love it! I've been exploring AI and have noticed that it tends to emulate more than simulate. My experience began with Software's like Cosa After Effects, Electric Image, and 3D Studio on DOS operating system, also evolving from linear to non-linear editing. Photography has also been a hobby of mine, underscoring the importance of adaptation in both domains. Houdini stands out for its unique approach, and the way we create with it is distinct. The closest platform I've encountered that uses similar logic is ComfyUI, which utilizes models and modules. In my limited research, I've found that most subscription-based AI tools are not practical for production and more like a fundraiser platforms. While AI is technically impressive, it still lacks in originality, consistency, and control when it comes to details and art. I believe that developing node graph logic can accelerate our adaptation. AI still requires significant input, and I view SideFX as a particularly innovative and transformative player in this field. Thoughts on this?
Time for a revisit after the stellar 20.5 release, don’t you think :-)
Absolutely massive QOL boost 😊
This is so cool
I'm so exciiiited !!🎉
I missed these videos ❤
This is dope
topics seem very repetitive nowadays. would be cool to see something new like: octane for houdini (very underrated topic), odtools, perhaps more freelance business knownledge. Just my two cents I really enjoy your content :D.
🤘
If you have a beefy GPU like a 3090 or 4090 I suggest turning off the CPU completely in XPU with this environment variable: KARMA_XPU_DISABLE_EMBREE_DEVICE = 1 It actually renders faster GPU only than with both GPU and CPU plus you get a more responsive system as the CPU can take care of the UI etc.
Easy Tiger, sloooooowwwwww down a bit.
What am I watching? Looks awesome
Any time you teach me something really cool! Thank you 🙏
Thank you Paul! I knew there was something like this but I couldn't remember what it was to even search for it!
where is tutorials
Thank you, I learned a lot. It would be very kind and helpful if you can also make a tutorial using Redshift in the Solaris environment with creating / assigning and rendering from inside Solaris. That would be awesome.
Glad you liked it. I've never actually tried Redshift in Solaris. It'd be fun to try sometime! I will upload my findings!
more of these shorts bro! No matter how long you have used houdini you'll always find out about nodes you've never heard of lol! Found so many gems from your shorts
Great, Paul!
This is a great work! I have read your tutorial,But I want to know how to implement this work without using MOPS
thanks
damn, I needed this yesterday. :D
You can also just set Merge nodes in DOPs to "mutual" and then the order is irrelevant. Thanks for the camera frustrum tip, that is amazing
how did you move the velocity vectors down like that? with vex lerp from centroid to 0,-1,0?
i tried adding collision and it became so heavy.. isit fast to calculate collision?
Are you sleeping, buddy?
it would be nice to see some Karma stuff! I know you use Redshift for most stuff
Super nice as always! But why you are not using directly the proxy obj node from redshift options? I meant first you will need to export the rs proxy sequence and then import it to the redshift proxy node, but at least you save yourselft from this vex code
Very helpful tutorial, thanks.
Sucks but it’s taking Houdini jobs already😢
:( yeah it does suck, I agree!
I'm confused what the camera path is about but it looks interesting!! I hope you talk more about it... maybe you already did since this video was 2 years ago
God, the Lord Jesus Christ loves you! Restore your relationship with God by repenting of your sins and putting your faith in Jesus Christ, "... that Christ died for our sins according to the Scriptures, and that He was buried, and that He was raised on the third day according to the Scriptures..." (1 Corinthians 15:3-4)
there was me thinking you were just really thankful for the Houdini tip. oh, and thanks for the Houdini Tip Paul
I think there is not enough video-material on karma - can I study mantra before karma? How manrta is comparable to karma?
And need Einstein brain also
Can I send the Houdini mesh to maya?
karma please
ooofff so good!
Looks awesome!! =D
so cool
Need one more episode about sora
why did they hide shotsculpt!
Hey Paul, thank you very much for the tutorial. This is very helpful. What the best way to get more definition on the heighfields, I tried bigger exports and smaller spacing but I'm still not getting sharp edges. I need to blur it and I loose some of it.
Hmmm, that's interesting. is it the rendered mesh that isn't subdividing enough or is it the HF not being sharp enough? I would imagine a 16k 23bit exr would store incredibly sharp textures, but, I've never really tried as I've not needed something at that level.
Solaris still very buggy under Mac
Hi Paul. Thanks for your tutorial. I found a solution about OCIO issue in Houdini 20. You could add this into houdini.env, OCIO = "C:\ProgramData edshift\Data\OCIO\config.ocio"
Unbelievable