Fx animations

procedural
houdini
particles
vfx

#1

hey everyone,
I wanna share with You some of my projects I worked during learning Houdini,
these are not renders but flipbooks straight from scene viewport;
I’m going to put here more in the near future :smiley:

simple destruction test

destruction using solver on constraints

building destruction

pixel art fire

Frank the Zombie

smoke using sprites

emit particles from dynamic impacts

particles sampling point cloud data


#2

another test with pixel style fire, these are not voxels but poly boxes and it’s only 7.96 KB :sunglasses:


#3

more play with pixelation :sunglasses:


#4

it’s time to do some water fx :potable_water:

version 0.1 is more 2D

version 0.2 is more 3D


#5

You do know that this is a game vfx forum right? Just in case you wondered why nobody is replying. :slight_smile:


#6

You replied it means a lot :smiley: ,
I have an idea to put some of this stuff into hda and Houdini Engine, to play with it in: unity, unreal, etc


#7

Sweet! Just checking. There have been people in the past who got frustrated about without realizing. Good luck!


#8

These are cool! I really like the point-cloud one, but I’m not sure I understand what’s going on in it—what causes the particles’ paths to diverge and get all swirly?


#9

thanks man, these particles sample data from other geometry(points data) and this other geo is not visible but stores velocity data on points - so You can shape your geo how You want and velocity also, then particles use pointCloud function which returns any data You want -in this case I use velocity- then I add velocity to current velocity of particles and voila :smiley: