I was doing some flame tests with Houdini before I get some real footage with a mustang in the race track for the ghost rider project... so this is what I came up with, and I know the final comp doesn't look good because I just slapped the flame on top...
I thought I posted this before, apparently I didn't.
It is a crowd sim driven entirely by Houdini POP networks. The run cycle was some mocap fbx I found online (model is mia from Motion Builder), but I had to edit it a little to fit in here.
Using...
These are stills from the last shot I am working on. There is a particle system that spawns the sprites for the flame and a copy of it with much less particles that instance the point lights to light up the scene.
This is tricky because there is a bug in Houdini 9.5 that messes up the scene perman...
This is a different take on the smoke ship project. I dropped renderman, and particle systems to simplify the pipeline.
I brought the softbody simulation back in which was already cached on the disk before and hooked it up to an isooffset node under S...
This is a meteor effect I've experimented with using Houdini, Mantra, and RenderMan as well.
Three particle systems spawned over 25k particles in midst of their lifetime. All particle systems were rendered with Mantra seperately and then composited on top of each other in the compositing section...
Geometry is imported for each particle system cache. Houdini’s sprite node that is in the POP network doesn’t really function for prman. So I had to copy little circular grids on particles with template point attributes. I had to make sure that the grids would face the camera at all times, so while...