Jan Goldfuß
gojade
About Me
EXPERTISE
Freelancer
INDUSTRY
Film/TV
Houdini Skills
Availability
Not Specified
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Recent Forum Posts
Truth Embedding - Experimental Music Video March 26, 2019, 9:38 a.m.
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
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 April 17, 2017, 11:05 a.m.
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
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 July 13, 2015, 1:02 p.m.
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!
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!