Anton Sample
Другие идеи пользователя Anton
Short Film  Graduation Film   School : ISART DIGITAL, the Video Game and 3D Animation / VFX School    A huge spaceship starts troubling the city of Paris, sucking up everything on its way…     --------------------  Court métrage en prise de vue réelle avec incrustation d'effets spéciaux 3D  Projet de fin d'études   Ecole : ISART DIGITAL, l'école du jeu vidéo et de l'animation 3D-FX    Un gigantesque vaisseau spatial vient troubler la paix de Paris, en aspirant tout sur son passage…     3D…

Short Film Graduation Film School : ISART DIGITAL, the Video Game and 3D Animation / VFX School A huge spaceship starts troubling the city of Paris, sucking up everything on its way… -------------------- Court métrage en prise de vue réelle avec incrustation d'effets spéciaux 3D Projet de fin d'études Ecole : ISART DIGITAL, l'école du jeu vidéo et de l'animation 3D-FX Un gigantesque vaisseau spatial vient troubler la paix de Paris, en aspirant tout sur son passage… 3D…

A breakdown of some of our team's visual effects work on "Ghost in the Shell".    Special thanks to Rupert Sanders, Guillaume Rocheron, and our friends at Paramount and DreamWorks for the opportunity to contribute to these sequences.    © 2017 Paramount Pictures / DreamWorks. All rights reserved.

A breakdown of some of our team's visual effects work on "Ghost in the Shell". Special thanks to Rupert Sanders, Guillaume Rocheron, and our friends at Paramount and DreamWorks for the opportunity to contribute to these sequences. © 2017 Paramount Pictures / DreamWorks. All rights reserved.

Client : Netmarbleblue  Director : Suwoong Han

Client : Netmarbleblue Director : Suwoong Han

This is a quick intro to light instancing for Mantra in Houdini. The basics are covered, as well as how to use point attributes to vary the lights. You'll want to download and use build 16.0.537 or later, there have been some excellent optimizations that landed last week.  Scene files: https://d.pr/APrK Blog post: http://blog.cerebero.com/post/158088992098/light-instancing-for-mantra  Hope it helps!

This is a quick intro to light instancing for Mantra in Houdini. The basics are covered, as well as how to use point attributes to vary the lights. You'll want to download and use build 16.0.537 or later, there have been some excellent optimizations that landed last week. Scene files: https://d.pr/APrK Blog post: http://blog.cerebero.com/post/158088992098/light-instancing-for-mantra Hope it helps!

"ARES", Roman Khomenko on ArtStation at https://www.artstation.com/artwork/W804X

"ARES", Roman Khomenko on ArtStation at https://www.artstation.com/artwork/W804X

DREAM, Roman Khomenko on ArtStation at https://www.artstation.com/artwork/AgE0N

DREAM, Roman Khomenko on ArtStation at https://www.artstation.com/artwork/AgE0N

In this tutorial we make simulation for an animation. For this project, I use solid object and solid solver inside Houdini 15. Solid solver tool is one of the best improvements in Houdini 15. In Houdini 15, this tool has gained an incredible speed of simulation. Using this cool feature in Houdini 15, I show you how a proper setup can be created before starting the simulation. In this training, I show how you can modify the attributes of solid objects to get desire results from simulation…

In this tutorial we make simulation for an animation. For this project, I use solid object and solid solver inside Houdini 15. Solid solver tool is one of the best improvements in Houdini 15. In Houdini 15, this tool has gained an incredible speed of simulation. Using this cool feature in Houdini 15, I show you how a proper setup can be created before starting the simulation. In this training, I show how you can modify the attributes of solid objects to get desire results from simulation…

This isn't so much of a "tip", it's more a demonstration of what Houdini's documentation is suggesting: Using a single-value density "material" to fill an (arbitrary) volume and playing with parameters to get just the right balance for "god rays".

This isn't so much of a "tip", it's more a demonstration of what Houdini's documentation is suggesting: Using a single-value density "material" to fill an (arbitrary) volume and playing with parameters to get just the right balance for "god rays".

VFX breakdown for the beautiful movie "Duelist" that we finished nine months ago.    http://www.imdb.com/title/tt5282006/?ref_=nv_sr_1    Showreel credits:  Music: Original score by Igor Vdovin  Sound fx and mixing: Alexey Samodelko    www.facebook.com/MainRoadPost  www.mrpost.ru

VFX breakdown for the beautiful movie "Duelist" that we finished nine months ago. http://www.imdb.com/title/tt5282006/?ref_=nv_sr_1 Showreel credits: Music: Original score by Igor Vdovin Sound fx and mixing: Alexey Samodelko www.facebook.com/MainRoadPost www.mrpost.ru