background preloader

Tutorials / Visual FX / Motion Graphics

Tutorials / Visual FX / Motion Graphics

Cinema 4D tutorial - MoGraph 2 - Cubes into Letters [part 1] *FullHD* チュートリアル道場 Como zerar seu desktop com 1 clique - Update or Die! Acho que é a minha melhor contribuição para a humanidade até agora. Pelo menos para os que usam Mac. Se você é como eu (e 97% das pessoas), seu desktop deve ficar mais ou menos assim depois de algumas horas de trabalho: Isso, além de pouco produtivo, deixa seu Mac (e você) mais lento. Aí resolvi criar um botão mágico da felicidade para ficar no dock, que você clica e… Some com tudo que estava no seu desktop, em um passe de mágica. Uêba!!!! Mas onde foi parar sua bagunça? Quando você clicar nesse outro botão no dock… …vai aparecer isso: Toda sua bagunça, agora organizada em ordem cronológica e ainda com uma separaçãozinha para cada dia. É de escorrer uma lágrima. Quer? Fiz um passo a passo, é só seguir. Nesse ponto você deve ter um robozinho no dock e toda vez que você clicar nele, seu desktop ficará limpo, como mágica. Vá em applications > clique na pasta “desktop moved” com o botão da direita e crie um alias. Para deixar os dois robozinhos que ficaram no seu dock mais bonitinhos: E pronto.

Mathematics | Technical Repository A real quick lesson on Barycentric Coordinates. No diagrams right now. Maybe I’ll come back later and elaborate. So, you want to find the coordinates of a random point in space that exists on the surface of a predefined triangle. Consider a triangle with points ABC. So we now have two vectors that tell how how to get from point A to the other two points in the triangle. So, what if we start at point A, go a random percentage along the AB vector, then go another random percentage along the AC vector? Barycentric coordinates are three numbers that add up to one. Consider a unit triangle in two dimensions. We’ll simply start by choosing two numbers at random between 0 and 1. Now, we need to check if they are larger than one, since we still need to account for the third number and want to make sure we stay inside our triangle. R = random.Get01(); //Generate a random number called R between 0-1 S = random.Get01(); //Generate a random number called S between 0-1 Done!

Volume Pixel GENERATOR Tools For Cinema 4D | Mustapha FERSAOUI In this Quick Tip, I demonstrate the use of Volume Pixel GENERATOR Tools, showing how it can be employed using different parameters and how to use the different presets Included.Note: these tools offer a lot of possibilities. Other Quick Tip is coming sooner to show you the different possibilities Volume Pixel GENERATOR Tools Contains a large palette of tools for CINEMA 4D. These tools allow you to convert any image or video and text to volume pixel, and also they help you to generate mosaic image and generate “matrix” text effect. All those tools can support dynamic body, as well as effectors and forces. The Requirements. What’s Included? BUY NOW For only €29.90

Houdini VOP raytracer part 2 | Albert 'tmdag' Szostkiewicz Posted on August 15, 2013 Critical issue of image synthesis is to determine of the correct color of each pixel. One way of finding that color is to average colors of the light rays that strike that pixel. But how do we find that light rays and what color are they? We can think of light ray as the straight path followed by a light particle (called photon) as it travels through space. If we consider pixel on image plane, which of the photons in a 3D scene actually contribute to that pixel? This technique describes an approximation of how the real world works. Key insight for computational efficiency is to reverse the problem by following photons backwards. At this point, we can start building our Houdini scene so we could easily follow the next steps. screenStart.hipnc First we can start with preparing our image plane display. In “SCENE” object you will find all the necessary data together with grid image plane already imported for you. Lets jump inside VOP sop and start setting it up.

70 Ultimate Cinema 4D Tutorials & Techniques Feb 12 2010 Today we share a very comprehensive round-up of Cinema 4D Tutorials. Cinema 4D is a modeling, animation and rendering application that is noted for its flexible interface and ease of use. It is capable of procedural and polygonal/subd modeling, animating, lighting, texturing and rendering. Movies like Monster House, Spiderman 3, Chronicles of Narnia, Beowulf and Polar Express are all examples of Cinema 4D Graphics being in use. Cinema 4D comes with an intuitive interface and a sound workflow that let the imagination and creativity of an artist flow freely. Cinema 4D Tutorials Create an Abstract Armored Sphere Scene in Cinema 4DIn this tutorial you will learn how to create a complex abstract Armored Sphere scene in Cinema 4D. Making Of: PrimateranIn this tutorial artist creates a scene that showed a part of the world of the “Primaterans” – a civilization that prefers dark corners of the galaxy, hiding from their enemies until their armada is strong enough to destroy them.

Control_Dynamics Houdini 01 Dopnetwork :HooudiniFX15.5.673 今回はHoudiniを通して VFXで用いられるSimulationという事を前提にしております。 数値や挙動の正確性が求められる物理simuationとは異なります。 先に言うときますが.... Simulationは難しいです。 ですが... 数学物理の世界になりますのでどうしても ある程度、自学自習が必要だと僕は思っております。 これからSimulationを用いてFX_artistを目指す方や とりあえずSimulationFxを勉強したい人向けに記述していこうと思います。 VFX_Simulationを実行するAppは たくさんあります。 それぞれいい部分と悪い部分があります。 何が言いたいっかていうと 自分が学生の時にSimulationを勉強していた頃に 本当にざっくりした情報しかなくめちゃくちゃ大変でした。 Maya_FluidでもHoudini_Fluidでも結果を求めるアプローチが違うだけで コアの部分では両者とも同じ事を求めています。 使用するtoolに左右されず 勉学に励んでみてください。 以下の書籍を事前にさらっと読んでおくといいかもです。 CGのための物理シミュレーションの基礎 ゲーム制作者のための物理シミュレーション 剛体編 ちなみに自分のメインオペレーションToolは HoudiniFX,RealFlowです。 さて... HoudiniでSimulationする場合はDopを使用します。 DopNetworkはSop内にも呼び出すことができます。 HoudiniではこういったStream(Data_Flow)でDataを制御していきます。 視覚的に分かりやすいですよね。 二つのTargetがあって 一方にはGravityを設定しています。 基本的な構造はこんな感じですね。 MicroSolverについて Dop内でよく使うSolverの拡張機能みたいなモノやと思ってください。 以下はMicroSolverの論文です 主に使われるのはVolume Simulationで僕自身Fluid_Simulationでゴリゴリ使用しています。

Tutorial Tuesday: X-Particles Tutorial X-TRAVAGANZA - 22 X-Particles Tutorials By Michele Yamazaki on Jun 17, 2014 at 06:00 AM X-Particles for CINEMA 4D is an incredibly powerful particle system which allows users to create fluids, particle paint and more. X-Particles allows precise control over almost all parameters of a particle using Questions and Actions. If you don't have X-Particles, or CINEMA 4D, you can download free trials of the software. Learn more about X-Particles plug-in for CINEMA 4D At first I attempted to put these in some sort of logical order, which proved to be very difficult since some of the tutorials cover multiple elements. Quick Guide to X-Particles Emitter The screaming fast emitter in X-Particles allows for an unbelievable maximum particle count of 1 billion particles! fluid simulation with wet map generation multiphysics constraints collision engine Mike Batchelor of slouchcorp.com is an expert in X-Particles so you'll be seeing his name here a lot. X-Particles 2.5 Fluids and Foam Quick Guide X-Particles Skinner Corrosion Effect Posted in

Martin Sawtell's website Point Clouds Point clouds are one of those things in Houdini that can be confusing and unclear the first time you try to use them; people often throw the term about in many different contexts and the documentation doesn't make it clear what's going on either. So I figure I should write up some common workflows and how they might apply to the POPs context. First up is using the pcopen pop vop, and how it can pull arbitrary float or vector attributes off geometry. So put down a source pop, emit some stuff and add a vop pop. Important! You'll see the particles move up off the source, and as they fall within the search radius of the pcopen the vop pop will grab up to 10 of the nearest points off OUT_sopobject and pass them to pcfilter- which will average the vector values. So that's an example using normals- but lets throw a sphere through some stationary particles and cause it to push them away via it's velocity vectors. pclouds_basicNormals.hip So it works, and it's pretty fast.

Intro to Krakatoa for Cinema 4D - Cinema 4D Connect Points and Lines in Houdini for an Abstract Animation CG artist Tolya Shuverov, posts a look at how to turn a run cycle into an abstract animation, but connecting points and lines together in Side Effects Houdini. Taking a run cycle that is freely available on Mixamo, Tolya takes advantage of Houdini’s procedural ability to turn a run of the mill run cycle into a fantastic looking abstract animation. a simple abstract wire effect using Houdini 15 By contrast, you can see a similar effect being created with Autodesk Maya 2016 Extension 2 release, using the motion graphics toolkit, MASH. In Maya, the effect was created by using MASH to distribute objects along a mesh, and then creating a mesh from points. Houdini really lends itself well for creating abstract animation like this. Daniel Krivoruchko also shared a look into a technique he used for creating an abstract particle trail effect using VEX in Houdini, while Simon Fiedler took us through creating abstract forms using Volume Trails in Houdini.

Tutorials <div class="text-center no-script"> Toolfarm requires javascript to be turned on. Please turn on javascript and reload the page. </div> Burning Question: How can I learn NUKE quickly as an AE user? Nov 12, 2015 The Foundry’s NUKE has become a powerhouse in VFX. Go To Tutorial → Go To Tutorial → C4D Spotlight: MoGraph Tracer Object I have a big list of topics that I’d like to cover in CINEMA 4D as I’m learning it. Go To Tutorial → Go To Tutorial → In Depth: Repairing Damaged Pixels Dead pixels, stuck pixels, bad pixel, burnt pixels, hot pixels… there are lots of types of damaged pixels and they’re annoying. Go To Tutorial → Go To Tutorial → In Depth: Transitions, Part 2: The Swish Pan The swish pan is known by many monikers: whip pan, roll pan, swipe pan, flick pan, zip pan, and whoosh are just a few. Go To Tutorial → Go To Tutorial → In Depth: Gun Fire and Muzzle Flash If you’re planning on making an epic action film like Max Max: Fury Road or Rambo, you’re going to need lots of fire power.

Related: