i’ve played around with shaders in houdini and pick up an old idea, which one of my last productions. a displacement shader for fracture pieces. this shader allows me to use pre-fracture geo and add extra displacement only in inside
a while ago i did a setup in houdini for footdust and ground interaktion dust. i’ve created emitter geo from intersection of foot/object with the ground. a simple attribute transfer did the job. the dust direction is control by black
i´ve started a private project… i trying to build a action scene with a heavenly fluids driven character. the Inspiration comes form concepts books of warcraft tradings card (by blizzard entertainment) and dungeon and dragons monster books. here is the
this little test animation of 2 character i had build for the animated movie “l.ssi und der w.ilde k.aiser ” (copyright by herb.X.film). i´ve done the concept and modeling of the characters. for the animation team, i created a character-rig
here is short previz of a crash-scene….thats i want to realize in xsi… i had this idea from the ps2 game burn out… bzw the camera is just for tests……
for this, i had only few rendered fishes as one layer. i´ve created the hole fishschool with one layer. i had “reused” the same layer a lot of time and change color,speed, movements to create a believable crowd of fishes.
The destruction of an hotel building was done in maya and lightwave by my workmade pierre and me.
here are same shots from the “livi g beatbox “music video. it was on the cycle on MTV2. done by 5 man in 5 week. external link lightrays external link 93grad external link sebs corner