Jan Goldfuß

gojade

About Me

専門知識
Freelancer
業界:
Film/TV

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LOCATION
Germany
ウェブサイト

Houdini Engine

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Not Specified

Recent Forum Posts

Truth Embedding - Experimental Music Video 2019年3月26日9:38

Hey guys,
here's another mishmash of tests and sketches disguised as some sort of experimental music video . Hope you like and enjoy.


Music video for yaporigami.com/
from album “We Dance Alone”: detund.bandcamp.com/album/we-dance-alone

Animated Volumetric Mandelbulb 2017年4月17日11:05

Hi Guys,

well yet another Mandelbulb… done with a procedural volume shader.



Code by Entagma: vimeo.com/176911687
and Thomas implementation into a procedural shader: vimeo.com/176911687#comment_14830346
Thanks guys!

Sound by Tehkla: schematicmusiccompany.bandcamp.com/album/yag

Best
Jan

Some smoke issues 2015年7月13日13:02

Hi,

I've encountered some issues concerning the otherwise great smoke-fluid-tools. Maybe somebody can help?

First off I'm using a “smoke container” and “source from volume” from the shelves.

One thing is that in general I like using physically based lighting, so also using area lights with inverse-squared attenuation (physically correct). The problem is that the (otherwise incredibly good) viewport preview doesn't take the attenuation into account, so everything is completly blown out. Is there a way to fix this? (of course I can decrease the light intensity for preview and then set it up again for rendering, but that's lots of work.. ).

The other more important issue happens when writing out the voxels: I'm using the “export file” and “background render” option in the Dop I/O in the smoke import node for this. What happens is that from some frame on the .bgos get saved but don't update anymore correctly. So the smoke just stops moving. Maybe this is a RAM issue, as it happens with quite hires sims? But it's kind of strange that the files get written without complaint, but don't get updated anymore. (At first I thought this was happening only with OpenCL enabled, but it also happened with pure CPU computing..)

Well, that's it for now, thanks!