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Posts by Ciro Cardoso

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1 week ago 1 1 0 0

Okay, a little more work was needed on this so that it can handle multiple guidelines. I also added an option to add some breathing room so that the ivy can expand and still follow the guideline.

#3d #Houdini #TD #wip

3 weeks ago 1 0 0 0

A little bit more progress today with implementing using guide curves to control how the ivy grows. Next, using a mask to create avoid areas.

#3d #Houdini #TD #wip

3 weeks ago 0 0 0 1

Making more progress on the ivy solver. Currently adding extra control for pscale and orientation. Next on the roadmap is a feature to define areas to avoid and incorporate hanging ivy.

#3d #Houdini #SideFX #TD

3 weeks ago 2 0 0 1

Back to working on my ivy solver, I’m setting up how the leaves orient, balancing between following the branch and being “sky sensitive.” It’s a bit tricky to find the right balance. Still a #wip, but I think it’s coming together.

#3d #cgi #Houdini #SideFx

1 month ago 0 0 0 1
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Did a bit more work on this today, ignore the leaves since it’s still a #wip.

Added an option to space the branches out more and set a starting angle. The only part I don't like is having this inside a solver, but using a For Loop With Feedback doesn’t give the same result. Open to ideas.

1 month ago 3 0 0 1
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Still making some tweaks, but it’s getting there. Missing files are marked as red, but you can open a file browser to relink that missing asset.

1 month ago 1 0 0 0

It’s especially handy when things get messy to have a quick way to gather all the necessary files for that scene. I came across a Python 2 tool that sort of did this, but it wasn’t exactly what I needed, so I built my own.

1 month ago 1 0 1 0

I’ve been working on this Python script for a while, and it’s almost finished. I really wish #Houdini had a feature like #3dsMax, where you can archive an entire scene regardless of where the files are stored.

1 month ago 0 0 1 0
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🧵 3/3
I still need to clean it up a bit and add a few parameters for extra control, but this little tool helped me rebuild the whole environment in just a few hours. Once it is ready, I will make the HDA available.

2 months ago 2 0 0 0

🧵2/3
Houdini’s Extract Transform node has a few limitations, so I ended up diving into the world of matrices, oriented bounding boxes, eigenvectors, and a bunch of other fun math to build a tool that could extract transforms far more accurately.

2 months ago 1 0 1 0
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Ghost of Yōtei - The Hunt Begins | PS5 Games, Ciro Cardoso I had the incredible opportunity to collaborate with the team at Goodbye Kansas on the cinematic trailer for Sucker Punch’s upcoming game – Ghost of Yotei. My main responsibility was the house interio...

🧵 1/3

While working on the Ghost of Yōtei – The Hunt Begins
cinematic trailer at Goodbye Kansas, I was tasked with rebuilding the entire house interior based on a layout file. That meant matching translation, rotation, and non‑uniform scale for more than 1,000 objects.

2 months ago 1 1 1 0

Adding support to multiple meshes.

#3d #Houdini #OSL

2 months ago 0 0 0 0

Nothing like ending the week listening to this. 😌

2 months ago 0 0 0 0
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Work in progress for an #OSL Decal shader for Arnold.

#3d #Houdini

2 months ago 3 0 0 1
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Ghost of Yōtei - The Hunt Begins | PS5 Games, Ciro Cardoso I had the incredible opportunity to collaborate with the team at Goodbye Kansas on the cinematic trailer for Sucker Punch’s upcoming game – Ghost of Yotei. My main responsibility was the house interio...

I worked with the team at Goodbye Kansas on the #GhostofYotei cinematic, building the house interior environment. There was a lot involved in building this interior scene with more then 1000 objects.

www.artstation.com/artwork/8B4z3Q

#EnvironmentArt #Houdini #3DArt #LookDev #TechnicalArtist #3d

2 months ago 2 0 0 0
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Having fun with #OSL shaders to scatter atlas texture on top of the main texture.

#Houdini #ArnoldRenderer #3d

2 months ago 2 0 0 0
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houdini/PYTHON/ParmTransfer at main · CiroCardoso/houdini Contribute to CiroCardoso/houdini development by creating an account on GitHub.

🐍 Houdini #Python tool for parameter wrangling in big scenes #Houdini

If you try it, I’d be curious to hear if it fits your workflow or what you’d improve.

github.com/CiroCardoso/...

2 months ago 2 0 0 0

Houdini tip: Quad Remesh to 15% of original polycount?

Use this into Target Quad Count:

15 * nprims(0) / 100

#Houdini #SideFX #VFX

2 months ago 3 0 0 0

Congratulations 👏

2 months ago 1 0 1 0
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Playing with Trochoidal waves in #Houdini

#3d #wip

2 months ago 2 0 0 0

I love this filtering option, in particular when dealing with complex nodes. Using this with my root tool, where I have 105 parameters, and 51 are modified.

#dev #Python #3d #Houdini #sidefx

3 months ago 0 0 0 0
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Still early days, but I’ve been building a little helper tool in #Houdini to manage big scenes more easily. It lets me copy parameter values between nodes and see everything in one place — no more hunting around for changes! Still testing and debugging, but it’s already saving me time. #3d #SideFx

3 months ago 3 0 0 1
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Improving the secondary branches to give a more chaotic look.

#wip #Houdini #environment #3d

3 months ago 2 0 0 0

The curvature values cluster near zero even after normalisation. One sharp corner becomes 1.0, and everything else gets compressed. Trying to fix it with histogram equalisation. Not sure if this is the best option.

3 months ago 0 0 0 0
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I've been running into issues with the Labs Curvature tool — on complex assets, you often need to crank the multiplier way up to get a usable mask. Fine for one asset, but a pain when batch processing.

#houdini #sidefx #wip #3d

3 months ago 0 0 1 0
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The "Multithread when compiled" option in the for loop node doesn't work with all the Houdini nodes, so I thought, what if I leverage the use of TOPs for that? This workflow splits the geo data based on an attribute, processes the geometry, merges the results, and removes any temporary files.

3 months ago 3 0 0 0
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Some #warhammer40 painting time

3 months ago 1 0 0 0
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On the same topic of this root system, nothing is perfect, so at times I end up with splines intersecting the geo. Using a VDB to determine the inside\outside surface, I can manually set the distance or automatically average the P based on nearby points. Let me know if you would like to check this

4 months ago 0 0 0 0
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Solved the root intersection problem! My workflow now takes into account the radius/pscale for each point and gently pushes overlapping points away. Clean geometry, no more intersections. 🌱

#VEX #Houdini #procedural

4 months ago 6 0 0 0