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Art Directable TornadoesDwivedi, Ravindra 2011 May 1900 (has links)
Tornado simulations in the visual effects industry have always been an interesting problem. Developing tools to provide more control over such effects is an important and challenging task. Current methods to achieve these effects use either particle systems or fluid simulation. Particle systems give a lot of control over the simulation but do not take into account the fluid characteristics of tornadoes. The other method which involves fluid simulation models the fluid behavior accurately but does not give control over the simulation. In this thesis, a novel method to model tornado behavior is presented. A tool based on this method was also created. The method proposed in this thesis uses a hybrid approach that combines the flexibility of particle systems while producing interesting swirling motions inherent in the fluids. The main focus of the research is on providing easy-to-use controls for art directors to help them achieve the desired look of the simulation effectively. A variety of controls is provided which include the overall shape, path, rotation, debris, surface, swirling motion, and interaction with the environment. The implementation was done in Houdini, which is a 3D animation software whose node based system allows an algorithmic approach to the problem and integrates well with the current tools. The tool allows the user to create animations that reflect the visual characteristics of real tornadoes. The usefulness of the tool was evaluated among participants who had some experience in 3D animation software. The results from the simulation and evaluation feedback reveal that the tool successfully allowed the users to create tornadoes of their choice efficiently.
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A GPU Accelerated Smoothed Particle Hydrodynamics Capability For HoudiniSanford, Mathew 2012 August 1900 (has links)
Fluid simulations are computationally intensive and therefore time consuming and expensive. In the field of visual effects, it is imperative that artists be able to efficiently move through iterations of the simulation to quickly converge on the desired result. One common fluid simulation technique is the Smoothed Particle Hydrodynamics (SPH) method. This method is highly parellelizable. I have implemented a method to integrate a Graphics Processor Unit (GPU) accelerated SPH capability into the 3D software package Houdini. This helps increase the speed with which artists are able to move through these iterations. This approach is extendable to allow future accelerations of the algorithm with new SPH techniques. Emphasis is placed on the infrastructure design so it can also serve as a guideline for both GPU programming and integrating custom code with Houdini.
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Flera sidor av samma berg – naturkonstruktioner när Houdini pratar produkter på YoutubeOlle, van Keppel January 2015 (has links)
I tider av miljöproblem ställs begrepp om natur och vad det innebär på sin spets. Olika uppfattningar vad som är naturligt och vad som är ett miljöproblem har dominerat inte minst klimatdebatten. Utgångspunkten består i den socialkonstruktionistiska tanken om att skapandet av naturen sker i våra tolkningar av den, och inte minst i olika samhällsinstitutioners definierande av den efter egna intressen. Det noteras även att flera av de mest framgångsrika definitionerna av naturen har på senare utgjorts av berättelser i form av spelfilmer och dokumentärer. Mot bakgrund av detta undersöker uppsatsen hur även företag skapar konstruktioner av naturen, och mer specifikt i berättelser om sina produkter. Uppsatsens syfte är att undersöka hur naturen används av det svenska klädföretaget Houdini för att skapa en intressant berättelse om en produkt. Det empiriska materialet består också av just av två produktberättelser i formen av Youtubefilmer. Frågeställningar som behandlas är hur naturen konstrueras i filmerna, vilken relation dessa konstruktioner har till den marknadsförda produkten, samt hur naturkonstruktioner används som narrativ funktion. Med ett teoretiskt ramverk bestående av en rad tidigare identifierade naturkonstruktioner och begrepp som kritiskt undersöker relationen mellan natur och produkt genomförs en semiotisk och en narrativ analys av de två filmerna. Slutsatser inkluderar att naturen porträtteras som ömtålig och problematisk i filmernas anslagsscener, samt att miljöproblem utgör båda filmernas konflikter. Det hot som föreligger mot naturen bäddar också för ett intressant narrativt projekt som Houdini åtar sig i filmerna - att skapa nya kläder som på olika sätt, om än i olika grad, utges lösa problemen. Via kritiska begrepp som semiotisk flexibilitet, naming och re-framing noteras även att naturen används för att ge vissa Houdiniprodukter närmast naturgivna karaktärsdrag i vissa fall. Studien konstaterar slutligen att det tycks finnas relevans för de ställda frågorna i uppsatsens frågeställningar och denna undersökningsdesign skulle vara intressant att applicera på marknadsföring kring andra branscher med kopplingar till naturen, så som turism- och bilindustrin.
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Simulating Destruction Effects in SideFX HoudiniElkins, Ethan B 01 May 2020 (has links)
As movies, television shows, and other forms of media have progressed over the last century, the use of destruction sequences as a form of entertainment have seemingly grown exponentially. From ginormous explosions to cities collapsing, more destruction sequences have drawn people’s attention in ways that are quite captivating. However, as content producers continue to push the limit of what is possible, the reliance on practical effects starts to dwindle in comparison to the usage of computer generated scenes. This thesis acknowledges the trend and dissects the entire process of how a general destruction sequence is made, from the research and planning process to the actual simulation of the effects. Various methods are discussed in how to attempt the creation of destruction with a singular project in mind. The goal is to not only to complete the sequence, but to do so in an efficient manner that can rival a professional workflow.
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"The importance of the right material" : En multimodal kritisk diskursanalys av friluftsföretagen Fjällräven, Haglöfs och Houdinis hållbarhetskommunikation på Instagram. / "The importance of the right material" : A multimodal critical discourse analysis of the outdoor clothing companies Fjällräven, Haglöfs and Houdini's sustainability communication on Instagram.Wiberg, Ludvig, Dahl, Pontus January 2022 (has links)
Klädföretagen Fjällräven, Haglöfs och Houdini är ledande inom den svenska friluftsbranschen och toppar Sustainable Brand Index lista över de, enligt konsumenterna, mest hållbara friluftsföretagen. Trots dessa topplaceringar går det inte att bortse från det motsägelsefulla i att företagen producerar kläder, som är skadliga för den natur de är ämnade att användas i – till en målgrupp som värnar om miljön. Med utgångspunkt i denna paradox är målet att i denna studie undersöka hur dessa företag kommunicerar hållbarhet på Instagram. För att genomföra detta har en multimodal kritisk diskursanalys använts. Med hjälp av denna har materialet (som består av Instagram-inlägg) kunnat analyseras såväl visuellt som lexikalt. Därtill undersöker den hur dessa element påverkar och påverkas av maktstrukturer, vilket i detta fall kan liknas med relationen mellan företag och konsument. Materialet som analyseras i denna studie består av sammanlagt 70 hållbarhetsrelaterade inlägg publicerade på Fjällrävens, Haglöfs och Houdinis officiella Instagram-konton under en ettårsperiod. Sammanfattningsvis visar analysen på att företagen kommunicerar hållbarhet genom de tre diskursiva temana hållbarhet genom material, hållbarhet genom kollektiva miljöåtgärder och hållbarhet genom information och utbildning. Studien kommer bland annat fram till att innebörden av begreppet hållbarhet beror på avsändarens ideologi, och därav får varierad betydelse beroende på vilken kontext det sätts in i. Utöver detta visar studien även att företagen tenderar att framställa sig själva som ett slags hållbarhetsideal. Dessutom påvisar studien även att miljöansvaret flyttas över till konsumenterna.
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A VFX ocean toolkit with real time previewRydahl, Björn January 2009 (has links)
No description available.
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Art Directed Fluid Flow With Secondary Water EffectsLundberg, Lukas January 2012 (has links)
This thesis describes methods for applying secondary water effects as spray, foam, splashes and mist to a fluid simulation system. For an art direction control over the base fluid flow a Fluid Implicit Particle solver with custom fields is also presented. The methods build upon production techniques within the visual effects industry, fluid dynamics and relevant computer graphics research. The implementation of the methods is created within Side Effects Software Houdini.
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A VFX ocean toolkit with real time previewRydahl, Björn January 2009 (has links)
When working with oceans in the visual effects industry, it is not always very practical or even possible to use real live footage, especially if extreme weather conditions are required. A common scenario is computer generated objects crashing into an ocean generating splashes and foam that should stick to and integrate well with the real ocean surface. Making a shot like that look realistic is very difficult, this is where a fully computer generated ocean surface comes in handy. Creating high resolution computer generated sequences of an ocean surface with interacting objects is difficult using today’s available commercial 3D packages. I have therefore implemented a VFX ocean toolkit, which is a system built for generating the ocean surface, Kelvin wakes and interaction with objects. The ocean toolkit was built with the artist in mind and the need for real time preview to produce results quick and easy in order for the system to remain cost effective. The ocean toolkit is tightly integrated directly into the procedural 3D animation package Houdini1 as several plug-ins and shaders that can be combined to create numerous ocean surface effects.
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ASSESSING THE PERFORMANCE OF PROCEDURALLY GENERATED TERRAINS USING HOUDINI’S CLUSTERING METHODVarisht Raheja (8797292) 05 May 2020 (has links)
<p>Terrain generation is a convoluted and a
popular topic in the VFX industry. Whether you are part of the film/TV or
gaming industry, a terrain, is a highly nuanced feature that is usually
present. Regardless of walking on a desert like terrain in the film, Blade
Runner 2049 or fighting on different planets like in Avatar, 3D terrains is a
major part of any digital media. The purpose of this thesis is about developing
a workflow for large-scale terrains using complex data sets and utilizing this
workflow to maintain a balance between the procedural content and the artistic
input made especially for smaller companies which cannot afford an enhanced
pipeline to deal with major technical complications. The workflow consists of two
major elements, development of the tool used to optimize the workflow and the
recording and maintaining of the efficiency in comparison to the older
workflow. </p>
<p> </p>
<p> My research findings indicate that despite the
increase in overall computational abilities, one of the many issues that are
still present is generating a highly advanced terrain with the added benefits
of the artists and users’ creative variations. Reducing the overall time to
simulate and compute a highly realistic
and detailed terrain is the main goal, thus this thesis will present a method
to overcome the speed deficiency while keeping the details of the terrain present.</p>
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Generating Procedural Environments using Masks : Layered Image Document to Real-time environmentEldstål, Emil January 2019 (has links)
This paper will explore the possibilities of using an automated self-made procedural tool to create real-time environments based on simple image masks. The purpose of this is to enable a concept artist or level designer to quickly get out results in a game engine and to be able to explore ideas. The goal of this thesis was to better understand how you can break down simple ideas and shapes into more complex details and assets. In the first part of this thesis, I go over the traditional workflow of creating a real-time environment. I then go on and break down my tool, what it does and how it works. I start off with a Photoshop file, make tools in Houdini and then utilize those in Unreal for the end result. I also argument about the time-saving possibilities with these tools. From the work, I draw the conclusion that these kinds of tools save a lot of time for repeating tasks and the creation of similar environments.
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