Houdini, Mantra PBR.
Each frame took me around 50min to render, and there is still some noise… I think it’s coming from my reflection, but it might be my geometry, which was very thin at certain parts.
A frame in full HD :
Done in Houdini, render with Mantra PBR. Comp in Nuke.
Not satisfied by the smoke, and maybe the effect need to be more « explosive » (it’s better by making a « boom » sound with your mouth !).
Exterior texture of the tree coming from here : http://xoio-air.de/2012/bark-texture-set/
I started this project some days ago, but I haven’t enough time to finish it. The goal was to create a waterfall which was starting from the top of the aqueduc. My sim time and render time were so long that I just abandoned it… So this is what’s left.
The modeling was done in Maya, and I used the Maya paint effect for the vegetation (and IvyGenerator for the ivy). All the rest (except texturing, in Photoshop) was done in Houdini. Render with Mantra PBR, comp in Nuke.
Pyro/Mantra. Not very proud of the second video, I was not able to achieve a blowtorch effect. But the smoke on the ground is pretty cool (emitted by a circle which is following the emitter).
The goal here was to modify the shader by his viscosity level, actually driven by a color.
So where there is more viscosity :
– more refraction
– the refraction angle is lower
– the little white dots in the snow disappear
– the displacement scale is decreasing (which is maintain by the rest position)
– the diffusion is also decreasing
– and the specular level is increasing.