really interesting to hear your thoughts on scene optimization near the end there. was thinking through-out how pooched my computer would be trying to render all of that as one scene lol
Hey! I was using Arnold here, so I created a cube in SOPs that covered up my entire scene, generated a VDB out of it. Wrote out the VDB, then loaded it into solaris with a volume node. From there I used spot lights with gobo filters of animated caustic lights to create the animate underwater caustic god rays. If you're using Karma, there's a 'Karma Fog Box' node that should get you most of the way there. Hope that helps!
Lmaoo god damn right ss im finally getting invested in blender i see all this awesome Houdini stuff 😂. Gonna have to learn it for the quality of simulations alone
it's amazing, can you show Houdini's knots and the beginning in more detail, as a beginner it's very interesting to me, or share the project? it's just that on the Pwnisher channel, everyone is disassembling unreal, C4d or blender, I'd like to see how it's done in Houdini
@@azamagfx I've been on vacation in vietnam for the past few weeks. Let me wrap up a few things and I'd hope to have some scene files start trickling in within the next month or so
Hello, Thanks for the video. Alright if I ask you something? I been using all the other programs and got interested in Houdini especially with the dynamics that always got praised over the years in background. I keep hearing people going on about how different and difficult modelling and animation is in it and was wondering why ?
It's built for proceduralism. So when it comes to modeling, it excels at procedural modeling, but lacks some of the tools needed to box model the same way you would in Maya or Blender. It definitely feels more natural to box model in Maya or Blender than Houdini. Animation tools were always just lagging behind in houdini as they haven't really pushed Rigging and Animation tools until recently. But that seems to be changing. Rigging has gotten much better since they introduced KineFX and their latest release has some nice animation tools. So we'll see what comes out of that over the next few years.
Firstly, this is ridiculous. So so so so good. Secondly, you briefly mentioned that unlike your boss fight video, you didn't break this shot into various passes. I was wondering if breaking down shots is typically how complex shots are handled? My experience is from a mograph perspective, so not typically as complex as this, but I figured you'd be a good person to ask. Would it just be a case of analysing your scene and going from there? I often see shots with massive background environments and assume they're probably separate renders, but definitely curious to hear your thoughts on the matter.
Hey, thank you! So this depends on what kind of work you're doing, but if we're talking about vfx/cgi movies then usually every single shot is always rendered with passes. Usually, you'll setup many passes to isolate parts of the render (i.e: Hero Characters, Background Environment, BG Characters, Atmospherics, FX elements, etc...) And you'd have multiple AOVs (Render Layers like Diffuse/Spec/Normal/Light Selects/etc..) And you'd composite that all back together in Nuke. I'm going to be releasing a video covering how CGI is composited in movies/tv shows soon that will address this exact topic. Stay tuned!
Do you think in 10 years from now when ai softwares like sora will get much better, the animators will still be part of the modeling, texturing, shading and lighting process or they will focus more on guiding the ai and reviewing its results?
This is a big question, and I'm hoping to make a video covering that topic too soon. I think ai is definitely trying to go the route of cutting out the middle man but from the trends we currently see out there I think it'll probably be a good while before it's fully art directable and really replacing us entirely. I'll go more in depth in a video on the topic, but let's say I'm hoping for the best...
Thanks! I simulated the clothes in Houdini, but I wouldn't want to model anything in Houdini really.. it's great at procedural modeling, but not so good at traditional box modeling, which is what you would want to do for clothes. And Marvelous Designer is the best tool to model most clothes.
Thank you! It depends what you want to learn. Houdini is a massive software with a lot to offer. Getting started is easy and learning to create some cool sim setups, or lighting/rendering is also fairly straight forward. It only starts getting complex once you start diving deep into some complex setups
Thanks! I have another video briefly explaining cloth workflows and the difference between the two. Houdini gives us more control and in this case most of my simulations were already in Houdini so it made sense to keep things there. It could've definitely been done in Marvelous too
Wow amazing work. You know how to use many industry standard tools. Do you work in the industry? How long did it take you to get to the level you are now with all of these softwares?
Thank you! I've been working in the industry for around a decade now. I like to dabble in lots of different software. It's hard to say how long it takes exactly, I've just been picking things up along the way.
Thank you! I have an instagram under @crafthivedesign, It's pretty inactive, but I'll try to post more of my work both here on youtube and on instagram. I have an artstation too, but I'm keeping that somewhat private for my professional work for now.
Can You Make Tutorial Of Making Environment Or You Can Breakdown This Project In Tutorials And Start From Scratch , The Way You Teach Houdini It Was Very Easy To Follow The Way You Explained And Lighting Tutorials In Houdini! It Will Be Amazing Series! Please Make Actually And Really Need Houdini Too Boost My Portfolio!
What an incredible breakdown, you have an extremely powerful set of skills! Great work.
this was so much fun to watch!! you are a true CG Generalist
I need to learn Houdini next, this stuff looks insane dude
It's absolutely worth the time invested!
Great Submission! Pretty sure one of the top5 this time ✌️
All I see is fire brother. This is beautiful. I hope that one day I can create something similar to what you have created here.
Much appreciated! I believe in you
damn yo the technical breakdown, just awesome
That’s so amazing and inspiring. Thank you for sharing your progress!
Awesome use of all tools available! :) Would love a deeper breakdown of the Solaris setup!
Thanks! I'll definitely be delving deeper into my Solaris scenes in upcoming videos
so creative
Amazing work. Thank you for sharing the process.
cool!
Fire! I believe Lovecraft definitely would love this)
Inspiring work!
looks amazing
Thank you!
Wow! Incredible work. So detailed. ❤
really interesting to hear your thoughts on scene optimization near the end there. was thinking through-out how pooched my computer would be trying to render all of that as one scene lol
bro i got tired listeting to all of it. great work on the art
Dude, godlike skills
To be honest, as long as AI isn't usd as the final product, it might actually be a great tool for artists.
what do you mean sir? usd ?
@@bbrother92 used*
AI is just a tool.
@@TheBlackBox_TH-cam Some people feel like it can completely replace human creativity
That's a lot of work. Congrats!!
Thank you!
This work man is awesome
Speechless! One day mate, I have started on my Houdini journey but I really hope to catch up. Absolutely love Solaris. ❤
Keep at it, Houdini is a ton of fun!
this is actually incredible
Great!
Man I feel this 😂🤣 Who needs their starting ideas amirite?? Also this looks AMAZING!! Good job!
woooow what a handcraft
Wow wow, I participated in this challenge, and if I am the one to judge, hands down I give you the first prize
Appreciate it!
Hou, Maya, MarvyD? Shock Face Emoji Here. I mean, I understood everything you said because I've those app but to do it is another thing. Kudos.
so, so good!
this was Amazing!
amazing.
Wow this is so sick!
Well done!
Thank you!
wtf this is amazing !
Bro is the guy she tells you not to worry about
that's sick .. WOW !
Thanks!
How did you create the volumetrics in Houdini Solaris?
Hey! I was using Arnold here, so I created a cube in SOPs that covered up my entire scene, generated a VDB out of it. Wrote out the VDB, then loaded it into solaris with a volume node. From there I used spot lights with gobo filters of animated caustic lights to create the animate underwater caustic god rays.
If you're using Karma, there's a 'Karma Fog Box' node that should get you most of the way there.
Hope that helps!
Lmaoo god damn right ss im finally getting invested in blender i see all this awesome Houdini stuff 😂. Gonna have to learn it for the quality of simulations alone
This is amazing! did u use a render farm or render it by yourself?
Thanks! I rendered this one all in one pass on a single computer at a reasonable sample rate, and denoised it.
This is so amazing, the Houdini stuff is so complicated lol it doesn't do my submission justice coming after yours in the judgment stream hahaha
Daaaaamn
yeah top 5 for sure brother
Woah! just.. woah!
Hope one day i reach the same level of skill and passion that u have!
I suscribe 100% after seeing this! 🫡
How much time do you think you invested into this project?
Oh man hard to say, I wasn't really tracking so anything I say is really just a wild guess, but maybe somewhere around 50 hours?
@@crafthive nice I think I spent maybe 30 or so hours on mine with 20 of those being on submission day 😭
Nice! that's a hell of a crunch :)
very cool
Thanks!
epic mof, thank you!
may I ask how much experience you have with all of the softwares you used, just curious btw the render is awesome !
I couldn't tell you exactly, but I've been doing this stuff for about 10 years
it's amazing, can you show Houdini's knots and the beginning in more detail, as a beginner it's very interesting to me, or share the project? it's just that on the Pwnisher channel, everyone is disassembling unreal, C4d or blender, I'd like to see how it's done in Houdini
Thanks! I'll be adding some of the project files and behind the scenes stuff on Pateron sometime soon
@@crafthive when???
@@azamagfx I've been on vacation in vietnam for the past few weeks. Let me wrap up a few things and I'd hope to have some scene files start trickling in within the next month or so
Hello,
Thanks for the video. Alright if I ask you something?
I been using all the other programs and got interested in Houdini especially with the dynamics that always got praised over the years in background.
I keep hearing people going on about how different and difficult modelling and animation is in it and was wondering why ?
It's built for proceduralism. So when it comes to modeling, it excels at procedural modeling, but lacks some of the tools needed to box model the same way you would in Maya or Blender. It definitely feels more natural to box model in Maya or Blender than Houdini.
Animation tools were always just lagging behind in houdini as they haven't really pushed Rigging and Animation tools until recently. But that seems to be changing. Rigging has gotten much better since they introduced KineFX and their latest release has some nice animation tools. So we'll see what comes out of that over the next few years.
dope work
Firstly, this is ridiculous. So so so so good. Secondly, you briefly mentioned that unlike your boss fight video, you didn't break this shot into various passes. I was wondering if breaking down shots is typically how complex shots are handled? My experience is from a mograph perspective, so not typically as complex as this, but I figured you'd be a good person to ask. Would it just be a case of analysing your scene and going from there? I often see shots with massive background environments and assume they're probably separate renders, but definitely curious to hear your thoughts on the matter.
Hey, thank you!
So this depends on what kind of work you're doing, but if we're talking about vfx/cgi movies then usually every single shot is always rendered with passes. Usually, you'll setup many passes to isolate parts of the render (i.e: Hero Characters, Background Environment, BG Characters, Atmospherics, FX elements, etc...) And you'd have multiple AOVs (Render Layers like Diffuse/Spec/Normal/Light Selects/etc..) And you'd composite that all back together in Nuke.
I'm going to be releasing a video covering how CGI is composited in movies/tv shows soon that will address this exact topic. Stay tuned!
Do you think in 10 years from now when ai softwares like sora will get much better, the animators will still be part of the modeling, texturing, shading and lighting process or they will focus more on guiding the ai and reviewing its results?
This is a big question, and I'm hoping to make a video covering that topic too soon. I think ai is definitely trying to go the route of cutting out the middle man but from the trends we currently see out there I think it'll probably be a good while before it's fully art directable and really replacing us entirely. I'll go more in depth in a video on the topic, but let's say I'm hoping for the best...
Very interesting! Just a question, why didn't you do the clothes in Houdini ?
Thanks! I simulated the clothes in Houdini, but I wouldn't want to model anything in Houdini really.. it's great at procedural modeling, but not so good at traditional box modeling, which is what you would want to do for clothes. And Marvelous Designer is the best tool to model most clothes.
Nice
genius
Great work! How hard is it to learn houdini?
Thank you! It depends what you want to learn. Houdini is a massive software with a lot to offer. Getting started is easy and learning to create some cool sim setups, or lighting/rendering is also fairly straight forward. It only starts getting complex once you start diving deep into some complex setups
Cool, thanks for the reply!
Could u tell us the specs of your pc ? thats amazing bro !! nice job
For sure, I'm running an RTX 3090, 128 gigs of RAM and an AMD Threadripper Pro with 32 Cores
Great work! May I ask why you simulate the clothes in Houdini instead of marvelous design?
Thanks! I have another video briefly explaining cloth workflows and the difference between the two. Houdini gives us more control and in this case most of my simulations were already in Houdini so it made sense to keep things there. It could've definitely been done in Marvelous too
@@crafthive I see, thank you for the response. I will definitely check out the video!
Technology and art exist at the same time, and it would be shocking if it wasn't top5!
Wow amazing work. You know how to use many industry standard tools. Do you work in the industry? How long did it take you to get to the level you are now with all of these softwares?
Thank you! I've been working in the industry for around a decade now.
I like to dabble in lots of different software. It's hard to say how long it takes exactly, I've just been picking things up along the way.
Amazing stuff.@@crafthive
@@crafthiveI mean if you can master Houdini you can pretty much master anything 🤣
This is absolutely incredible, do you have an instagram or an artstation or something ?? I want to see more of your stuff pleaaaaase
Thank you! I have an instagram under @crafthivedesign, It's pretty inactive, but I'll try to post more of my work both here on youtube and on instagram. I have an artstation too, but I'm keeping that somewhat private for my professional work for now.
Can You Make Tutorial Of Making Environment Or You Can Breakdown This Project In Tutorials And Start From Scratch , The Way You Teach Houdini It Was Very Easy To Follow The Way You Explained And Lighting Tutorials In Houdini! It Will Be Amazing Series! Please Make Actually And Really Need Houdini Too Boost My Portfolio!
Yeah I'll definitely be making more step by step stuff. A lot of that I'll probably be posting on our patreon
What is your pc specs with u rendered in solaris
I'm running a thread ripper, rtx 3090 and 128gigs of ram
@@crafthive huh, it would be expensive right?
why the doudoune ?
Parce que on aime les doudounes :)
oh my god!
How did you learn all this stuff
By just diving in and doing it. Learned some of it on the job, and spent a lot of time at home learning and working on projects
What are the specs of your setup?
Threadripper cpu, rtx 3090 and 128g of RAM
@@crafthive 5000 series? and how many cores?
woah
sick... how long have you been a 3d designer for?
Thanks! About 10 years
this made me feel so useless and untalented 💀
I get it, I often feel like that too watching other's work, but please don't let that be the case! Keep at it
HOLLLYYY MOLLLLYYY BRO you better prep your butt for top 5!!!!
haha not sure, there are some incredible submissions already, but I appreciate the love!
@@crafthive, we both made it! Congratulations. I was so pumped to see my render pop up on the react stream!
@@renderpeach Awesome! Congrats! Looking forward to seeing your breakdown!
bro you need to work for weta or some shit this is so fire
Wish i know houdini
A Houdini animator😱😅
bro is rich😅
Basically what haven’t you done ? It would have been a shorter video 😂
That looks so ugly for the time you wasted on it