FaitelTech
FaitelTech
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Shattering Image FX: Dark Water
This work is an example of a smooth video into a text transition. It required a mesh to have an animated texture, creating pre-shattering animation using compositing software and mixing it with rendered simulations using subtractive and additive masks. To make the fragments match the ocean theme, we made their inner and side parts transparent and colored the debris smoke.
#shatteringfx #houdini #render #vfx #simulation #textanimation
Переглядів: 28

Відео

Shattering Image FX: 努力
Переглядів 5221 день тому
The word 努力 (doryoku) in Japanese can have multiple meanings, including ‘Strive’ in English. The idea was to shatter a large object and feature a unique UV texture. The background is created using an AI inspired by a Windows lock-screen picture of Fuji Mountain. Melody was played on Pipa with a MIDI keyboard, and sound effects were recorded on the microphone and edited in DAW. We can create a u...
Shattering Image FX: Basics
Переглядів 7728 днів тому
Sharing our 3 early projects and Obsidian, the destruction of which could be pretty challenging because the inner sides of fragments can be too dark and visually blend with the outer sides. So, to make the inner side look visually distinct from the inner sides, We've used two layers of specular reflections to introduce a variety of bright highlights and a thin film coat layer to add slight colo...
Shattering Image FX: Grunge and Metal
Переглядів 134Місяць тому
An animated chainsaw destroys the metallic text. The title's texture was made in Substance Sampler and applied as a tri-planar projection. The chainsaw was modeled using the plugin Modeler for Houdini, textured in Substance Painter, and then rigged and animated with KineFX in Houdini. Rendered with Karma XPU and post-processed using compositing operators in Houdini. The sound effects are made o...
Shattering Image FX: Into The Darkness
Переглядів 78Місяць тому
Deciding between a realistic and stylized horror look, we chose second. The scene demonstrates our ability to create high-quality beveled objects, in addition to pre-simulation animation made using KineFX and complimentary pyro simulation. In a few days, we will (re)create a full-fledged gig on Fiverr: www.fiverr.com/faiteltech #shatteringfx #houdinifx #render #vfx #simulation #textanimation #pyro
Modeler for Houdini: Alighnment State and Quick Pivot Overview
Переглядів 224Місяць тому
In this video, we explore the basics of aligning objects in the Houdini Modeler using alignment handles and the Quick Pivot tool.
Shattering Image FX: Gold & Diamonds
Переглядів 53Місяць тому
In most cases, stones and metals are the sources of heavy and grounded felt simulations, but this time, we wanted to make something different with the feeling of luxury. For that, we've made a chrome text with a gold outline and scattered small diamonds on top. The diamonds are static and do not intersect each other. We're adding them at the post-RBD simulation stage. We've used Light Linker wi...
Shattering Image FX: Metallic Logo Destruction
Переглядів 127Місяць тому
For the last half-year, we have worked on a pipeline to produce RBD simulations and additional logos and titles. The project has a modular structure and can produce many variations, and we'll demonstrate it with examples here during the following days and weeks. FaitelTech is actually a studio of two people where I work with my brother. He does pre and post-production work, and in this particul...
Nodes Remover HDA for Houdini Indie
Переглядів 1182 місяці тому
I've made a simple node for Houdini Indie that deletes select nodes or networks and optionally checks the hip filename for the presence of the string to prevent the node from deleting networks in the wrong file. This node is particularly useful when you want to send a copy of your hip file to the cloud and clean it from unnecessary stages or nodes that require Python scripts or other package de...
[Update 2] Enable/Disable Toggle for Presets Manager
Переглядів 652 місяці тому
The minor update for Presets Manager for OD Tools in Houdini. • Fixed a bug with the width of the Select parameters panel and added a scroll bar to preview selected parameters. • Added the toggle to include or exclude presets from loading using the Apply All Parameters button. If you have issues applying presets to nodes with dynamic parameters, filter and apply static parameters separately fro...
[Update] Parameters Filter for Presets Manager
Переглядів 742 місяці тому
Here is an update on the Presets Manager for OD Tools in Houdini. In this video, I'll demonstrate the new features: • Edit Button: Opens the selected preset in your default system editor for JSON files. • Apply All Presets Button: Easily apply all presets at once. • Parameters Filter Field and Panel: You can now filter and select specific parameters to apply to your objects, such as changing on...
Parameter's Presets Manager for OD Tools in Houdini [Indie].
Переглядів 1292 місяці тому
Parameter's Presets Manager for OD Tools in Houdini [Indie].
Accelerate Debris Smoke Simulations with Axiom Solver
Переглядів 1602 місяці тому
Accelerate Debris Smoke Simulations with Axiom Solver
How to Crease/Sharpen Surface Corners for SubD in Houdini
Переглядів 2852 місяці тому
How to Crease/Sharpen Surface Corners for SubD in Houdini
How to Reduce Cache Size for RBD Simulations in Houdini
Переглядів 3042 місяці тому
How to Reduce Cache Size for RBD Simulations in Houdini
Soft Boolean 2025 for Houdini: Quick Start Guide
Переглядів 8002 місяці тому
Soft Boolean 2025 for Houdini: Quick Start Guide
Modeler 2023: Workaround for SUBD preview with wireframe
Переглядів 341Рік тому
Modeler 2023: Workaround for SUBD preview with wireframe
MLOPS: Image processing optimization RnD
Переглядів 174Рік тому
MLOPS: Image processing optimization RnD
MLOPs: MatPlotLib Python Wrangle RnD
Переглядів 70Рік тому
MLOPs: MatPlotLib Python Wrangle RnD
MLOPS: SD Image Python Wrangle RnD
Переглядів 107Рік тому
MLOPS: SD Image Python Wrangle RnD
MLOPS: Colored Points to HeightField and back
Переглядів 179Рік тому
MLOPS: Colored Points to HeightField and back
MLOPS: Colored Points to COP2 processing RnD
Переглядів 45Рік тому
MLOPS: Colored Points to COP2 processing RnD
MLOPS: Seamless Inpainting RnD
Переглядів 114Рік тому
MLOPS: Seamless Inpainting RnD
MLOPS: Image to Text and prompts Semantic Similarity RnD
Переглядів 102Рік тому
MLOPS: Image to Text and prompts Semantic Similarity RnD
MLOPS: CLIPSeg Image Prompt
Переглядів 292Рік тому
MLOPS: CLIPSeg Image Prompt
MLOPS: CLIPseg prompt segmentation RnD
Переглядів 208Рік тому
MLOPS: CLIPseg prompt segmentation RnD
MLOPS: Simple Fluffy Cloud Generator RnD
Переглядів 214Рік тому
MLOPS: Simple Fluffy Cloud Generator RnD
Append curves from template input RnD
Переглядів 92Рік тому
Append curves from template input RnD
Shapes Layering RnD
Переглядів 58Рік тому
Shapes Layering RnD
Curve Guided Sweep RnD
Переглядів 121Рік тому
Curve Guided Sweep RnD

КОМЕНТАРІ

  • @diegox7767
    @diegox7767 15 днів тому

    Begginers question: why did you use so many geo containers? In the back gear disk, couldn't it be done inside one geo node? Why create several geo nodes for each stage? If the objective is organization, you could have several subnets inside the geo node?

    • @FaitelTech
      @FaitelTech 15 днів тому

      @@diegox7767 That’s a good question! That video is a bit old, and my approach to modeling in Houdini has evolved since then. Despite that, these days I still use multiple objects in my workflow, and here’s why: 1. Ease of Management: Houdini’s Node Viewer has a Tree View mode that lets me organize my model as a simple hierarchy list, making it easy to manage and hide unnecessary parts and reference images. Modeler for Houdini also makes switching between objects almost instantaneous. 2. Enhanced Viewing Modes: Working with objects gives me extra viewing modes. I can lock shading on objects and have separate shading for current and template geometry, which helps with seeing complex details. 3. World and Local Coordinates Access: I like working with both world and local coordinates. This lets me place a cylindrical geometry in world space, then dive inside and work on it as if it’s centered, which simplifies many modeling operations and works with symmetry. Also, I can have multiple OBJ subnets to build a layered hierarchy of transformations. 4. Performance Considerations: Houdini's performance will slow down if you place too many models inside one object and apply a template flag to each. While you can pack unused geometry, it may lead you to attempt to replicate an object workflow within the SOP context, which is counterproductive. However, on a micro level, whether you model a simple model in the OBJ or SOP context is entirely up to you, because Modeler for Houdini makes it easy to do both. Also, the OBJ workflow does have some downsides, like duplicating objects, which is smoother at the SOP level. And since modern rigging is based on the SOP context, you’ll eventually need to consolidate everything back into one object. Regarding SOP Subnets, I’m avoiding them since you dived inside SOP subnet you don’t see a template flagged geometry of the upper levels like moved to a new object. In my production stages, I model complex assets using the OBJ workflow first because it’s convenient, and then simply with only one “Object merge” I merge everything into one separate object for rigging or export in USD for texturing and rendering. With object merge I can do it procedurally without breaking the obj hierarchy I’ve built, so I can return back to the previous stage to expand or modify my model at any time. A bit about Obj and Lop context similarities: While the LOP context can potentially replace OBJ in the future, it’s still rough for this type of work in almost all areas I described earlier, not especially logically but more technically and I don’t want to describe all of the issues at the text, but the situation is slowly improving. For now, I believe, the OBJ context remains rock solid for modeling.

    • @diegox7767
      @diegox7767 14 днів тому

      @@FaitelTech Thank you for the thoughtful answer and for taking the time to explain this. And must say I agree with you. I come from a decade of modeling in Rhino, and file and objects organization is a high priority in my workflow, and essencial to work in a smart way. In Rhino you can model "semi-procedurally" using the objects itself and the history of commands, and you can nest layers and sublayers. In Houdini, we have the nodes and contexts, but in fact the geo nodes are nothing more than another layer really, if you can merge everything after and just "deal" with the output in a higher context. Thank you for expanding my view on this matter.

  • @ownhubpovariata
    @ownhubpovariata 27 днів тому

    ой, как красиво 😮 классно 👍🏻

  • @furiouscartman5338
    @furiouscartman5338 Місяць тому

    🔥🔥🔥

  • @TomCushwa
    @TomCushwa Місяць тому

    This is so cool... I didn't know about that attribute!

    • @FaitelTech
      @FaitelTech Місяць тому

      Yeah, I was surprised too when I found it by pure accident while reading the documentation for Subdivide SOP

  • @TomCushwa
    @TomCushwa Місяць тому

    thanks.. This is interesting!

  • @TomCushwa
    @TomCushwa Місяць тому

    Tip from Alexey for wacom users: Make sure to adjust the Click Dead Zone in the General Preferences from the default 0 to 10 to get the Alignment State to work properly with a wacom tablet. This will save you lots of frustration if you don't know this.. it did for me!

  • @TomCushwa
    @TomCushwa Місяць тому

    Thanks for this.. Can you make this listed so that I can find it easier in the future?

  • @ownhubpovariata
    @ownhubpovariata Місяць тому

    Круть 😊

  • @pojitonov
    @pojitonov 2 місяці тому

    Nice update, I will give it a try

  • @pojitonov
    @pojitonov 2 місяці тому

    It’s what I missed so far in Houdini. It would be nice to have an option to store the whole network as a preset. Imagine you will be able to save presets for entire DOP setup for example.

    • @FaitelTech
      @FaitelTech 2 місяці тому

      Yeah, and you can actually do that with OD tools. In the network view, select the node setup you'd like to save as a text file, and press RMB - OD Tools Import/Export/Bridge - Export Node Network. In the opened file, browse and choose a path to save the network preset as filename.txt . The file will contain well-documented code with instructions on how to recreate the selected network. Then, in the network view, go to the top menu - OD Tools - Import Node Network and select the file. You'll get the exact setup with all nodes, flags, keyframes, parameters, etc, even if you load them into another subnetwork.

  • @ivan101ist
    @ivan101ist 2 місяці тому

    зачем ты говоришь на ломанном английском? это очень печально звучит

  • @user-xn3fo4dm7v
    @user-xn3fo4dm7v 2 місяці тому

    👍🏻

  • @chrismeyers3d
    @chrismeyers3d 2 місяці тому

    Very helpful! Thank you!!!

  • @FaitelTech
    @FaitelTech 2 місяці тому

    In 16:53 and 24:22, there are areas where reducing the Clean Boundary parameter is important because the cut is made from flat geometry with a small number of polygons. At 16:53, this will allow us to avoid increasing the Subdivide Cutter parameter, and the geometry will be cleaner. And one more small clarification. In older versions of Soft Boolean, falloffs were created using Metaballs. In the new version, it is not a Metaball but a sphere primitive on which the falloff attribute is based. This method works faster than before. The plugin author provided the comment. Check it on Discord: discord.com/channels/772396976452796437/772398368860798976/1244648095153786903

  • @user-xn3fo4dm7v
    @user-xn3fo4dm7v 2 місяці тому

    Отлично 👍🏻

  • @user-xn3fo4dm7v
    @user-xn3fo4dm7v 2 місяці тому

    😊👍🏻

  • @johnpilotsandmail3612
    @johnpilotsandmail3612 2 місяці тому

    Круто! Большое спасибо!

  • @user-xn3fo4dm7v
    @user-xn3fo4dm7v 2 місяці тому

    Super👍🏻

  • @kexibq987
    @kexibq987 2 місяці тому

    Necro-sama I am your big fan

  • @furiouscartman5338
    @furiouscartman5338 2 місяці тому

    🔥👍🤓

  • @nicksushkevich
    @nicksushkevich 2 місяці тому

    спасибо!

    • @FaitelTech
      @FaitelTech 2 місяці тому

      You're welcome 🙂

  • @Ferocious_Imbecile
    @Ferocious_Imbecile 3 місяці тому

    how did you tuck all your Modeler and Soft Bool tools on that right side panel?

    • @FaitelTech
      @FaitelTech 3 місяці тому

      Hi, that panel was part of the Modeler 2022 interface, and it was removed with the release of the 2023 version.

  • @RictorScale
    @RictorScale 4 місяці тому

    Bro pretty good! Do you like perception neuron?

    • @FaitelTech
      @FaitelTech 4 місяці тому

      Hi, thank you! I think I had a first generation of neuron 32, and it was pretty hard to calibrate, especially for feet and hand positions. So, I had to do a lot of manual adjustments in the post-capturing. I didn't try the last generation, but from the experience I had, I can tell that there is a lot of marketing in that field where everything seems decisively quick and smooth to set and use, but you shouldn’t rely on it too much and spend some time to find actual users of the specific model you are interested in and ask for their first-hand experience. In general, I’ve enjoyed motion caption as a tool for animation, but I’ll be more assertive with buying a suite next time.

    • @RictorScale
      @RictorScale 4 місяці тому

      @@FaitelTech dude thanks so much for your thorough response! I appreciate it so much. I'm on the fence about getting it, so this definitely helps out things into perspective.

  • @Godkiller08
    @Godkiller08 Рік тому

    Hey Aleksandr, would you say modeling on Houdini is comparable to other 3D softwares when it comes to speed?

    • @FaitelTech
      @FaitelTech Рік тому

      I may not be the best judge of speed or make comparisons with other softwares since I’m a generalist primarily using Houdini. What's important to me is the fact that I can do modeling in Houdini with the help of Modeler plugin. This plugin allows me to model using shortcuts or by choosing tools from the launcher menu, and what more important to use a lot of modeling tools which are common for other dcc’s. When it comes to sculpting, since Houdini doesn't have that feature, I use ZBrush whenever I need to work on organic models. This combination of tools satisfies all my creative needs, and I don't feel the need for any additional software for modeling. Regarding of speed I believe it depends more on the type of model itself, as character modeling, props, automotive and environments all present different challenges that require different techniques and approaches to modeling and optimization.

    • @Godkiller08
      @Godkiller08 Рік тому

      @@FaitelTech Thank you for your answer! I'm asking you this because I'm looking to use as little softwares as possible and use only Houdini so I improve much faster. I didn't think about using it for modeling, but since it looks like it works really well with the plugin, I'm actually going too.

  • @kexibq987
    @kexibq987 Рік тому

    Привет, когда планируется следующая трансляция?

  • @petroapostoliuk3134
    @petroapostoliuk3134 Рік тому

    Все зрозуміли окрім одного моменту, для гусениць використовувалась нода (for each), не могли б ви записати окреме відео по цьому моменту після синемовського клонера ніяк не можу в,їхати в логіку цього фор іч.

    • @FaitelTech
      @FaitelTech Рік тому

      Добро, я запишу видео.

  • @user-og1nw3es5c
    @user-og1nw3es5c Рік тому

    Все по настоящему!

  • @user-og1nw3es5c
    @user-og1nw3es5c Рік тому

    Мне очень все понравилось, и музыка и превосходная работа! Ура,ты Молодец! Хочется все время смотреть и слушать!

  • @vincentthomas8492
    @vincentthomas8492 Рік тому

    Is it possible to bypass skimage and use something like this? "import matplotlib as mpl import matplotlib.pyplot as plt import numpy as np import pandas as pd from IPython.display import Image ...." Will you put your example in your github?

  • @RMAFIRE
    @RMAFIRE Рік тому

    Speechless🙂

  • @Gaalets
    @Gaalets Рік тому

    Вообще непонятно ничего. И звука нет.

    • @FaitelTech
      @FaitelTech Рік тому

      Да, извините, большинство из этих видео записано в контексте для ребят из дискорда. Какие проблемы у вас возникли?

    • @Gaalets
      @Gaalets Рік тому

      @@FaitelTech А, тогда понятно для кого. Просто ютьюб вывел в рекомендации, а для тутора это очень странно оказалось.

  • @petroapostoliuk3134
    @petroapostoliuk3134 Рік тому

    Файно.

  • @morphtek
    @morphtek Рік тому

    gorgeous hda

    • @FaitelTech
      @FaitelTech Рік тому

      Thank you! You can already download SD Image Roll and SD Shapes to Points from the repo: github.com/Faitel/MLOPsLC

  • @Entagma
    @Entagma Рік тому

    Loving it! Great idea and lateral thinking!!! ❤

  • @petroapostoliuk3134
    @petroapostoliuk3134 Рік тому

    З ресемплом взагалі буде бімба!

  • @JorgeMorales_3D
    @JorgeMorales_3D Рік тому

    Can you share your Houdini Theme?

  • @Reebert02
    @Reebert02 Рік тому

    Any chance you can release more thorough tutorials that explain what is going on with Modeler and what the thought processes are behind all of the options? I just bought Modeler, and I don't think it's very useful. I'm sure that's because I don't understand what's going on because there's not much documentation. The "watch me model" videos with just music aren't as helpful as they could be, especially since some options don't seem to have transferred to the 2023 version. Thanks!

    • @FaitelTech
      @FaitelTech Рік тому

      Hello Howard, I am eager to create a tutorial but unfortunately, I am fully occupied with a project for the next two weeks. Would it be possible for you to provide a more comprehensive overview of your interests and the challenges you have encountered? I may be able to assist you sooner and more specifically.

  • @petroapostoliuk3134
    @petroapostoliuk3134 Рік тому

    Навушники хоч і не дуже вдались , але інструментарій показано добре.

  • @AncienRegimeStudios
    @AncienRegimeStudios Рік тому

    Houdini's modeling tools are amazing...it's a little secret we have. Parametric non destructive modeling is the way to go once you discover its power. And Alexei Vanzhula's Modeler 2022 is an indispensable addition to that toolset. Really impressive. Thank you Alksandr for this video. Very enjoyable.

  • @pavinivfx
    @pavinivfx Рік тому

    I don't know if I congratulate you for using houdini for modeling or for the patience. Outstanding!

    • @FaitelTech
      @FaitelTech Рік тому

      Everything is possible if you're brave enough😄

  • @AlexandrosDemetriades67
    @AlexandrosDemetriades67 Рік тому

    Great video! How did you get modeler menu in left pane? Thanks

    • @FaitelTech
      @FaitelTech Рік тому

      Thank you! It's menu from plugin Modeler 2022 but the interface was completely redone in Modeler 2023: alexeyvanzhula.gumroad.com/l/modeler2023

  • @tsegulin
    @tsegulin Рік тому

    I'm in Canada. This looks like an excellent plugin. PayPal will not allow me to pay for it and given the international situation I would imagine that would be true for Visa or American Express.

  • @imdb6942
    @imdb6942 Рік тому

    Thank you for an awesome tutorial! I've spent most of my time in attribute wrangle, just started doing modeling in Houdini. This helped me tremendously. I love your shelf layout, what's your setup to get the same layout going?

    • @FaitelTech
      @FaitelTech Рік тому

      Sorry for the late reply. Glad the video was helpful. The shelf layout is still under development. I’ll post link here when it will be available.

  • @nicksushkevich
    @nicksushkevich Рік тому

    очень интересно, но ничего не понятно)

  • @furiouscartman5338
    @furiouscartman5338 Рік тому

    This man is a talent🤓😎 Unbelievable😳

  • @ario1331
    @ario1331 Рік тому

    I've been studying Houdini for about a year, mostly VFX. Gradually I begin to understand. I thought Houdini was not used in modeling, but what you are doing is fascinating. Could you suggest some lessons?

    • @FaitelTech
      @FaitelTech Рік тому

      It's true what Houdini isn't widely used for direct modeling and most of the people who do have experience with modeling in other software packages but that doesn't mean you can't. First of all, you can get pretty far with just default Houdini's set of tools like Igor Severic did here: www.sidefx.com/tutorials/project-cabin-direct-modelling/ or Houdini Element here: ua-cam.com/video/cRnpXWUzBvU/v-deo.html . Also, whatever you do in Houdini and especially when you want to do direct or procedural modeling, a strong understanding of SOP context and its components is required, so there are www.hipflask.how/ courses which widely covers the field. Second, you can purchase Modeler 2023 plugin and get set of tools and workspace made with direct modeling in mind: ua-cam.com/video/Y_SI5MMWkYs/v-deo.html and join its discord community of Houdini modeling enthusiasts: discord.gg/gwE8TryC . And if you have interest in direct modeling in general, learn more about its theory and common subdivisions modeling practices, there is John Dickinson's course MILG11 johndickinson.gumroad.com/l/eLGkh made for Cinema 4D but the knowledge is mostly software agnostic.

    • @thehomedepothouseplant9986
      @thehomedepothouseplant9986 Рік тому

      @@FaitelTech do you have another link for the DIscord? That one doesn't work. Thank you!

    • @FaitelTech
      @FaitelTech Рік тому

      @@thehomedepothouseplant9986 discord.gg/UHgRk99pzt

  • @ElliotWilks_
    @ElliotWilks_ 2 роки тому

    Hey, really cool modeling! Is there anyway to contact you?

    • @FaitelTech
      @FaitelTech 2 роки тому

      Hello, thanks! My discord and email are written in the bottom left of the video.

  • @Damagesan123
    @Damagesan123 2 роки тому

    cooool!!!

  • @reasonsreasonably
    @reasonsreasonably 2 роки тому

    Thanks for taking your time to post this tip.

  • @kylehamm8928
    @kylehamm8928 2 роки тому

    Fantastic thank you so much for covering this in a whole video! Exactly what I was looking for!