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This is the teaser trailer of the project I’ve been involved along 2012, Justin and the Knights of Valour.

Enjoy it!


Finally I found an easy way to extrapolate position data and so increase resolution of point clouds procedurally. The method is creating triangles of scattered points between each point and its neighbors inside a distance threshold, or just let’s say tessellating the point cloud.

The video above shows simulations increased in 20 times the point count.

The asset is mostly based in point cloud iteration nodes inside vop sops and include attributes to displace the result and avoid pure triangle shapes. It is a good tool to upres particle fluid simulations like the ones coming from flip fluids or realflow, and hopefully is going to be used to improve waterfall simulations in my current project.

Although is not a fast process (vops lack of multithreading) it’s fully procedural, so no need to re-simulate and ready to be parallelized in a render farm. You can find this tessellate asset and the previous post trail one inside the following OTL file.

Lately I have been wondering how to improve points or particles simulations, increasing its resolution by procedural post processing. This is a very first approach of upres with a trail at each particle based on the velocity attribute.

The video shows controls for point density, tail length, longitudinal shape, noise displacement and randomness. Being fully procedural means you just need to simulate the low res particles, no time dependency for the trail. It is made of  ‘For each’ and ‘vop sop’ and can be used to enhance fireworks simulations, for example.

Obviously there are better methods to extrapolate point data, but it’s a beginning. Next goal is to get a more surface like result using point cloud iteration.

This is my VFX showreel for 2012 including latest commercial work.

Looking for new opportunities in 2013.

A few years ago… I did an electric rays setup for an animated film. Since then I’ve been thinking how to make it more generic, so it could become an automatic tool. Sadly, I always found that it would be heavy and slow, and would require hundreds of code lines in the platform I was using, Maya.

With Houdini I was able to retake it from scratch.

The new approach is modular and takes advantage of the visual programming from VOPs.

You can find the Asset Library here.

Since January 2012 I am working on Kandor Graphics new animated project, “Justin and the Knights of Valour”. My position is fully based in Houdini.

The Studio is located in Granada, Spain and has lots of friendly and talented people.

A couple of Houdini assets I created to make any kind of geometry growing easier. You just plug a set of points describing motion and your animated geometry samples, and take a seat to watch them raise.

The first asset samples the points path to draw curves or tubes, so it’s good for creating streams of objects.

The second asset uses the points attributes and its own parameters to instantiate geometry samples, offsetting transform and animation to add randomness.

You can find the OTL file here.

Finally, the teaser of the animation film I worked on last year in Lightbox Entertainment Studios.

My role was leading the FX team and designing department’s pipeline based on 3DS Max. I am very proud of the end result.

In theaters August 2012.

An approach to cartoon alike 3D explosions.

Though based in dynamics (so no procedural animation here), I think that how 2D and 3D elements mixed together is worth this post.

Tool designed to ease the way an animation set is filled up with objects, the idea is to paint them as if the terrain were a white sheet of paper.

Select the ground object and choose between several props (foliage in this case) to paint. The tool retains the strokes to set props scale, randomnes and density per surface area.

Finally you can choose to export the end result to frozen geometry.

[vimeo w=500]

Everything in this picture was painted, even the trees.

Point scattering, attributes and expressions, beside python code under the cover this time.