MCVersus Vista (Houdini-Clarisse-Terragen) - Procedural modeling

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  • Опубликовано: 21 дек 2024

Комментарии • 269

  • @pascalcreativedesign8790
    @pascalcreativedesign8790 4 года назад +33

    don't know if you still read these but this was ridiculously amazing. outstanding what you have accomplished in Houdini. You truly inspire me. I need lessons from you

  • @MDA_01
    @MDA_01 Год назад +2

    5 years on and this is still a very interesting and useful video. Thanks for posting!

  • @roobeerrrtt1633
    @roobeerrrtt1633 2 года назад +3

    Not only was this technically incredible, but the way you presented this information was the best Ive ever seen. If every teacher were as vigilant as you every one would love learning

  • @valentinanfossi4828
    @valentinanfossi4828 2 года назад +3

    I'm impressed, amazing breakdown and the results are next level. Thanks a lot !

  • @AlenHR
    @AlenHR 6 лет назад +4

    wow, this is amazing.. learned so much from all those tips.. thank you very much for this..
    i got into houdini universe couple of months ago, needed lots of vfx for a game we are working on.. and man.. it is terrifying and beautiful at the same time.. terrifying when you have recreate something from reference and get a production quality results fast.. beautiful when you immerse yourself into houdini and just play for hours without any real goal..
    planning to do some vids like this with the stuff i figured out and haven't seen anywhere else..
    thanks again

  • @C4IK
    @C4IK Год назад

    Love the way you present and teach - very clear and informative

  • @simonize
    @simonize 6 лет назад +1

    Fantastic work! Love seeing how a talented generalist uses Houdini. Bien joué !

  • @guitoma109
    @guitoma109 3 месяца назад +1

    Thank you for sharing this amazing job.

  • @RedHedDes
    @RedHedDes 6 лет назад +6

    I would pay for a class,
    Or even just a livestream of you working. Very impressive.

  • @MartinH81
    @MartinH81 6 лет назад

    Great stuff Pascal! Being a Terragen-lover I am totally blown away by your mesa rock structures, so awesome! Warm greetings Tangled-Universe

    • @Munchhausenify
      @Munchhausenify  6 лет назад

      That means a lot to me my Terragen friend !

  • @hashemieada4846
    @hashemieada4846 3 года назад

    This is astonishing work

  • @SansP3ur
    @SansP3ur 6 лет назад

    I love the organization of your nodes almost as much as what you're creating with them... Almost!
    Travail incroyable et beau!

  • @unknown-hj4gh
    @unknown-hj4gh 5 лет назад +12

    Hi Pascal,
    Is there any update about the tutorial? I can't wait to learn this kind of workflow in houdini!
    Do you have any release date soon?
    Thank you, Francis.

  • @SoyalicSinan
    @SoyalicSinan 6 лет назад +1

    The accent 10/10, Houdini skills 10/10, creativity 10/10 Information 5/10 :) Please more ;)

  • @johnbinary5989
    @johnbinary5989 3 года назад +1

    0:50 It will be fantastic if you give a glimpse of the main steps of the making of the complex buildings and its placement (maybe it's some specail scattering techniques?).

  • @swinny_
    @swinny_ 4 года назад

    Awesome video, thanks for the tips on making those rocky structures. Very cool :)

  • @GuilhermeHenrique1
    @GuilhermeHenrique1 6 лет назад +1

    Brilliant work, and also great presentation. Cheers!

  • @richarda.2535
    @richarda.2535 6 лет назад

    I am so amazed to see that one guy have been able to dislike this breakdown video... Of course everybody have is own opinion, but I believe that to downvote this amazing work, this person must know nothing about CG and the work it represent, or being just jealouse. So next time, for better understanding, and my proper mind opening, please let us know why.
    Impressionnant! Je crois que je viens de trouver la motivation qu'il me fallait pour me mettre a Houdini!

  • @sajeelshukla
    @sajeelshukla 5 месяцев назад +1

    really cool breakdown :) I definately learnt a thing or two form that

  • @PolycultureArt
    @PolycultureArt 5 лет назад

    Awesome thanks a bunch, you helped me understand what Houdini actually does at a practical level! Also I will check out the grove, it looks amazing! Cheers, it lovely to see all you "working" and process broken down so simply and visually. Great stuff!

  • @makermovingpictures872
    @makermovingpictures872 3 года назад

    WOW! Very impressive stuff.

  • @kif11
    @kif11 6 лет назад +1

    Amazing work for a single person! Thanks for this breakdown.

  • @nnrcs95
    @nnrcs95 3 года назад

    Wow. Just incredible

  • @patrickmartinez4571
    @patrickmartinez4571 6 лет назад

    Amazing. Thanks for sharing. Wading into houdini and realizing I've been missing out.

  • @tecoshaw2502
    @tecoshaw2502 3 года назад

    So good, sir. I am now subscribed

  • @firnekburg4990
    @firnekburg4990 6 лет назад +4

    I'd pay 200$ for full course ; D
    You're amazing !

  • @oBCHANo
    @oBCHANo 6 лет назад

    One small criticism of the electricity wires is that you could measure the length of the lines and then use that to drive the strength of the drooping, so shorter lines don't droop as much as irl you wouldn't want to have such loose wires.

  • @ChristianAkesson
    @ChristianAkesson 6 лет назад

    Amazing work! Very well presented! Pure Houdini gold. More please!

  • @michaelsahono251
    @michaelsahono251 6 лет назад +79

    omg this is amazing! Would you ever do a paid tutorial? I would be very interested!

    • @Munchhausenify
      @Munchhausenify  6 лет назад +32

      Maybe later this year, I still feel like a beginner with Houdini ;)

    • @anthonymcgrath
      @anthonymcgrath 6 лет назад +28

      PaQ WaK 🤣🤣🤣🤣🤣🤣 whaaaaaattt that makes me plankton in Houdini!!!!

    • @juanpaulomardonez9151
      @juanpaulomardonez9151 6 лет назад +15

      Even if you start with a terrain tutorial on Gumroad, you will get a lot of people interested (including me of course!)

    • @Munchhausenify
      @Munchhausenify  6 лет назад +20

      I hear you guys ;)

    • @juanpaulomardonez9151
      @juanpaulomardonez9151 6 лет назад +1

      That´s the spirit!

  • @GregoryYepes
    @GregoryYepes 6 лет назад

    Brilliant! Thanks for putting this together and for sharing!

  • @ArifPribadistuffs
    @ArifPribadistuffs 6 лет назад +1

    Hey Pascal, its me Arif , I hope you remember me , worked with you before at Gameloft, hehehe, ( you did some skybox and foliage stuff back then )
    your houdini and procedural stuff is awesome man, I really regret didn't learn or ask around much about procedural stuff back then when I had chance.
    big fan of your work :).

    • @Munchhausenify
      @Munchhausenify  6 лет назад +1

      Hi Arif, sure I remember you, thanks for the kind words ! Back in the days I wasn't using Houdini, so there is not real regret to have ;)

  • @tronotrond
    @tronotrond 6 лет назад +2

    Amazing work! Keep it up! I've been using Houdini for a few months myself, and the breakdowns you show are really helpful!

  • @erikm9768
    @erikm9768 3 года назад

    Amazing, i've subscribed and hope for more. Is there any chance to share the hip files? :)

  • @taiwoolaleye6333
    @taiwoolaleye6333 4 года назад

    your work will shine with the coming ue5

  • @123DarkG123
    @123DarkG123 6 лет назад

    THANKS SO MUCH. Doing this takes a lot of time and you are sharing this with everybody. So yes, you should to tutorials because this is awesome.

  • @BurtonPosey
    @BurtonPosey 6 лет назад +2

    This is incredible stuff, thank you so much for sharing! I had a question about your rock cliffs - How do you apply Mountain to the non-vertical (non-normal) axis like you show at 11:53 ? I'm pretty new at Houdini, but will keep trying to solve through it. Thanks for any help you can offer.

    • @Munchhausenify
      @Munchhausenify  6 лет назад +2

      Hello, you can use the polyframe sop, entity:primitive style: Primitive Centroid, toggle off everything, except Tangent Name, and you replace 'tangentu' by 'N' ... so you will have proper normal to push the points of the circle with the mountain sop.

    • @BurtonPosey
      @BurtonPosey 6 лет назад

      PaQ WaK thanks! I figured it was something simple. In the meantime, I also learned that I could use a point node and calculate the vector between each point and the origin @P - {0,0,0} to get the same result (i think :) )

    • @Munchhausenify
      @Munchhausenify  6 лет назад +1

      Indeed, and if the circle is created at the origin, you can just write something like : v@N=v@P; ... it's even better to normalize the vector, v@N=normalize(v@P); ... otherwise the larger the circle radius is, the stronger mountain sop will push the points.

  • @kristiankebbe6640
    @kristiankebbe6640 6 лет назад

    Dude, thank you so much for the detailed breakdowns! Your rock breakdown was especially helpful, keep up the fantastic work!

  • @idgeek
    @idgeek 6 лет назад

    This is GREAT! Thanks for sharing.

  • @philippeheritier9364
    @philippeheritier9364 4 года назад

    Superbe travail merci de le partager 👍

  • @antennatrees
    @antennatrees 5 лет назад

    Very inspiring. Thanks for the thorough breakdown.

  • @richardfraser4843
    @richardfraser4843 6 лет назад

    Excellent work, and very well presented.

  • @aslanygh
    @aslanygh 6 лет назад

    man, your are brilliant artist, such gorgeus work, thank you for sharing!

  • @stefan.o
    @stefan.o 5 лет назад +5

    That thing with the favela part looks sick. Could you do a further breakdown how you achieved this please?

  • @DangerRangerous
    @DangerRangerous 6 лет назад

    Lots of useful tricks in here, thanks!

  • @Drawcall
    @Drawcall 4 года назад

    Great work man! Thanks for sharing this information :)

  • @michael22262
    @michael22262 5 лет назад +1

    I want to learn how to make terrains like you do - but am having the HARDEST time finding tutorials on how to do it in Houdini. I was never a math person in school. I was an "awtist" that painted subjects very realistically. Please do a tutorial on what you've created here. This is great stuff!

  • @eduardobalestrini4328
    @eduardobalestrini4328 2 месяца назад

    dude this is awesome

  • @mahen9394
    @mahen9394 2 года назад

    Just amazing 🤩.. why didn’t you instance all your layout iin solaris houdini? Why clarisis

    • @Munchhausenify
      @Munchhausenify  2 года назад

      Hello, this was made before Solaris era. I still think Clarisse is way more artist friendly, especially for large scale scenes.

  • @AncienRegimeStudios
    @AncienRegimeStudios 5 лет назад +1

    What was your training and experience before learning Houdini with this degree of mastery in only one year?
    And thanks for the heightfield map section at 2:48. That would be great for doing road beds over uneven terrains. This is a fantastic video. Thanks for sharing this with us.

    • @Munchhausenify
      @Munchhausenify  5 лет назад +4

      Thanks for the kind words. As I have replied on Behance, my learning path was Rohan Dalvi training material, Cgwiki, and Kim Goossens lectures (RUclips)

  • @JLeLievre
    @JLeLievre 6 лет назад

    Fascinating stuff! Thank you for sharing!

  • @ispunked
    @ispunked 6 лет назад

    Beautiful Job, crazy man crazy!

  • @ShaufelDog
    @ShaufelDog 6 лет назад

    Wow. Super inspiring work.

  • @issacdhan
    @issacdhan 6 лет назад

    Just shared it on a fb Group. Amazing work.

  • @NathanApffel
    @NathanApffel 6 лет назад

    Amazing! I would love to see how you used the parabola formula to create the wires.

    • @Munchhausenify
      @Munchhausenify  6 лет назад +1

      Hi, long version : www.gametutor.com/live/tutorials/houdini-unity/procedural-hanging-cables/
      Or
      In a point wrangle :
      float ptn = @ptnum;
      float npt = @numpt;
      float curvu = ptn/(npt-1);
      float paraby = 1-(pow((2*curvu-1),2));
      @P.y-=paraby*ch("tension");
      (and expose spare parameters to tweak the tension float)

    • @NathanApffel
      @NathanApffel 6 лет назад

      Thanks for sharing this.

  • @AdrienTriangles
    @AdrienTriangles 6 лет назад

    Amazing breakdown, great pieces of work!!!

  • @raw_pc
    @raw_pc 6 лет назад

    Those power lines look sick

  • @user-gy6cv3ug5i
    @user-gy6cv3ug5i 6 лет назад

    This is absolutely mindblowing. You've made me want to dive deep into Houdini! Amazing work. I have on question regarding 11:28, I am not sure what code to put in the attribute wrangle to correctly recall the smooth normals, as soon as I put down the attribute rename and enter N to SN, the original normals are used and the nice smooth ones are no longer transferred. Would you by any chance be able to share an example .hip of a basic double noise displacement as seen at 11:32? I think I've done something similar by just duplicating the vdb smooth logic after the first mountain and then applying the second mountain, but it seems much easier to just recall the attribute instead of having to convert to vdb each time. Thank you so much!

    • @Munchhausenify
      @Munchhausenify  6 лет назад +6

      Hello, thanks for the kind words. Here's an .hip example : drive.google.com/open?id=1YQsAOTCgpy8Qzwf_zLUkyOboL9hqPhHc

    • @user-gy6cv3ug5i
      @user-gy6cv3ug5i 6 лет назад

      Thank you so much, I really appreciate it! Keep up the great work, you are extremely talented!

    • @grimsonfart
      @grimsonfart 6 лет назад

      Was looking for this! Thanks a lot (and thanks to Eoin for asking about it :P)

    • @lveronese
      @lveronese 6 лет назад

      @@Munchhausenify thank you for sharing the file

  • @tracingzimpossible
    @tracingzimpossible 6 лет назад

    i'm floored seeing it . i wish i could learn something from you in person

  • @6rilllir6
    @6rilllir6 6 лет назад

    nice ! thanks for summed up explanations, very informative.
    Chapeau ! Du beau boulot.

  • @fe_nicks
    @fe_nicks 6 лет назад +1

    Whoooaa!! How do I put 100 likes under this vid??.. Mesmerizing! Bravo!!.. I bet people are starving for detailed tutorials from you, Sir!))..

  • @michaelkessler1075
    @michaelkessler1075 6 лет назад

    Hi Pascal! I have been using this video to study over the past couple weeks. I am puzzled how you use the Y distance of the bounding box to have more noise at the bottom of the Cliffs. Thanks again for making such an excellent walk through.

    • @Munchhausenify
      @Munchhausenify  6 лет назад +1

      Hello, here's a little .hip that should help (check the volumevop1) : drive.google.com/open?id=0B81ES6gGfOHSbW8yay1LQ2pZb0k
      Thanks for the kind words !

    • @michaelkessler1075
      @michaelkessler1075 6 лет назад

      Most excellent! thanks PaQ Wak! I will test it out right away!

  • @ferencszabo3504
    @ferencszabo3504 6 лет назад

    I take off my heat to you, this is awesome, i did some work in Lw, Modo, c4d, but Houdini was always a riddle to me, Great job!!

  • @soniarajput4658
    @soniarajput4658 4 года назад

    Ur work is awesome 👌

  • @buzzdev
    @buzzdev 6 лет назад

    Simply amazing.. Awesome

  • @focusmaya251
    @focusmaya251 6 лет назад

    You are the artist.Wishes from India...

  • @Vishal_kk_
    @Vishal_kk_ 4 года назад

    is there any way to do the displacment normal correction in blender??

  • @EnzoLuka21
    @EnzoLuka21 2 года назад

    Pascal, great job. may I ask where did you learn Houdini?

  • @bobcharlotte8724
    @bobcharlotte8724 5 лет назад

    For those canyon pieces you were showing, in-engine at 15:03 how many polys per piece are they? Thanks

    • @Munchhausenify
      @Munchhausenify  5 лет назад

      Each piece was about 10-20M of tris ... but in-game it's just a spherical texture as environment.

  • @MickaelBonfill
    @MickaelBonfill 6 лет назад +4

    Vraiment intéressant, merci ! Je n'ai compris que depuis peu la puissance de Houdini pour la generation de terrain et de batiments, du coup je commence à m'y mettre... Je prévois d'intégrer Houdini Engine dans mon moteur 3D qui utilise Vulkan, et générer la planete Terre en mixant procedural et des references réelles, un peu comme dans Outerra (voire plus loin !).

    • @feshprod1121
      @feshprod1121 5 лет назад

      Salut je souhaite aussi me mettre a Houdini blender c'est franchement faible pour Unity.. aurais tu quelques conseille? je suis indé, j'ai regardé ce qu'il propose, mais toi aurais tu quelques infos, conseille ?

  • @whale3D
    @whale3D 4 года назад

    How did u create this cracks on the cliff at the end of this video?

  • @3DisFuntastic
    @3DisFuntastic 6 лет назад +4

    Amazing work Pascal! :)

  • @spaceshipsbuilder7578
    @spaceshipsbuilder7578 6 лет назад +1

    this is amazing, thanks for sharing!! I am trying to get the similar effect to this at 11.52, could you explain how you did this? I am trying to follow your script but cant get this result... Thanks!!

  • @yankostoyanov6702
    @yankostoyanov6702 6 лет назад

    Wooooow, that's some advanced ninja skills there! Kudos to you, sir! I'll disect this video,

  • @danielbygods2878
    @danielbygods2878 3 года назад

    You are amazing man.

  • @MatthewMoult
    @MatthewMoult 6 лет назад +1

    This is a great breakdown. Thank you! I was wondering if you could clarify what the noise is that you are using at 11:20 int eh video?

    • @Munchhausenify
      @Munchhausenify  6 лет назад +1

      Thank you ! It's Manhattan Worley F1, available in the mountain sop, or in the unifiednoise from a vop network.
      drive.google.com/open?id=18WhJLTcDSOGvgQWwjTp2u-L1vlvVVFiY

    • @MatthewMoult
      @MatthewMoult 6 лет назад +1

      PaQ WaK thanks very much! I'll give that a go. The mountain/ rock formations look outstanding! Keep up the content! M

  • @martinnorlin1739
    @martinnorlin1739 4 года назад

    This is absolutely stunning. However, how is this possible in a game? arent there too many polys? and is Clarisse used in the game industry? ontly thought it was for film.

  • @cyrusjameskhan
    @cyrusjameskhan 6 лет назад

    Amazing stuff man! Was inspiring to watch

  • @yavi89
    @yavi89 2 года назад

    Amazing!

  • @fretstain
    @fretstain 4 года назад +1

    dang, I found this by accident but this was super cool!

  • @mdsanima
    @mdsanima 6 лет назад

    WOW! Very nice! Now I following you and like this. Keep going.

  • @TheArtofCodeIsCool
    @TheArtofCodeIsCool 5 лет назад

    Awesome stuff man!

  • @TheAngadRana
    @TheAngadRana 6 лет назад +2

    This is really amazing! Can you please share what's inside your VOP sop in the poles and wire scene? I want to procedurally place electric towers with wires onto my terrain!

  • @kimmolaine665
    @kimmolaine665 6 лет назад

    Well done Sir! Very nice. How did you handle ngons and generate UV's when converting terrain/buildings into polygons?

  • @wilismatrix9847
    @wilismatrix9847 5 лет назад +3

    oh my fuq! how the heck I will be able to learn all that ! I need another life time 😭😭😭

  • @MuthuKumaranA
    @MuthuKumaranA 6 лет назад

    Amazing work. ..

  • @somebuddyX
    @somebuddyX 3 года назад

    This is wild!

  • @msec7188
    @msec7188 6 лет назад

    Amazing work!

  • @zeeyannosse
    @zeeyannosse 6 лет назад +1

    this is really AMAZING! magnifique !! bravo !!! oui un quelques tutos gumroad seraient les bienvenus !! La facon dont vous expliquez et montrez les examples "d exercices" procedurales qui servent ensuite dans de plus grandes scenes est TOP!! . vous avez vraiment un excellent talent pedagogique ;) !!! en plus de la qualite artistique et technologique ! la classe totale quoi !!

  • @raymondstpaul4913
    @raymondstpaul4913 6 лет назад

    Looks interesting is Houdini a subscription service for its use of license or can one purchase it for own use without a license if using it for sales of ones making? Oh an a tutorial please? How much does it cost? Is the one you using for purchase on Steam or is that a different software?

  • @wouttengrootenhuysen5137
    @wouttengrootenhuysen5137 5 лет назад

    Wow, amazing work ! Well done Sir ! Bravo :)

  • @JonasJCom
    @JonasJCom 3 года назад

    Awesome love it

  • @Citcope5
    @Citcope5 6 лет назад

    Ive one question what did your write down in your wrangle, because i dont know how you recall this SN Attribute a few times

  • @awesom4ik
    @awesom4ik 6 лет назад

    Hi Paskal, great video! I was trying to recreate your canyon, but stuck on vdb noise - all I recieve is either no changes or swiss cheese, can you please give some advice on what I am doing wrong?

    • @Munchhausenify
      @Munchhausenify  6 лет назад

      drive.google.com/open?id=1CBDGTWyztDNY5Q4mG9059UPlwoxwbH4Z
      Here's a little .hip scene example

    • @awesom4ik
      @awesom4ik 6 лет назад

      Thanks a lot, you are awesome! My mistake was to multiplicate instead of adding. Now It feels so obvious..)

  • @picosdrivethru
    @picosdrivethru 3 года назад

    Hey Pascal,
    Would it be possible to do scene assembly in houdini itself? I'm a freelancer/student and I'm trying to avoid spending 500 on a clarisse license. If possible I'd like to use redshift/houdini for large scale scenes.
    Do you think thats viable?

    • @Munchhausenify
      @Munchhausenify  3 года назад +1

      Yes it's doable, but you need to pay much more attention to the data complexity you are about to manipulate.
      Clarisse allows you to just throw geometry with almost no care about polycount. The scattering tool is very memory efficient, and you can easily build nested instancing. (scattering a forest of tree made of scattered leaves).
      Houdini will require to either use USD (still far to be very artist friendly for my taste), or build more clever system (camera culling / proxy digital assets etc). It's more work and more time consuming. But you also have much more control. (I often have to prapare point clouds for Clarisse instancing in Houdini because I can write complex distribution rules with ray casting etc).
      However I don't have that much experience with Redshift. I mostly use 3Delight for my rendering needs in Houdini these days.

    • @picosdrivethru
      @picosdrivethru 3 года назад

      @@Munchhausenify yeah I was consdering Houdni Solaris (the hydra pixar USD integration).. it seems it MIGHT be able to give me clarrisse like scene assembly, hopefully :)

  • @quentintheret5106
    @quentintheret5106 4 года назад

    That's just madness :o

  • @martinfatnesrenders1767
    @martinfatnesrenders1767 6 лет назад

    Hi! Awesome assets you’ve created and thanks for the video. Would you mind telling me what you have inside the volume vops and the point vops for the canyon asset?

    • @Munchhausenify
      @Munchhausenify  6 лет назад

      I mostly do 'displace along normal' in point vops, but only when I want to modulate the displacement with other point attributes, like the flow map from the erosion HF operator. Otherwise I just use the Mountain operator.
      In volume vop I use fractal noise (mostly AA noise or Turbulence noise) to modulate the volume density.

    • @Munchhausenify
      @Munchhausenify  6 лет назад

      Beside you had a question about the attr.wrangler used a 4:20, it a piece of vex to remove cable longer than a certain lenght :
      As I'm stupidly add a connection between every pole, I have to clean that mess.
      if (primintrinsic(0, "measuredperimeter", @primnum) >chf("minlength") ) removeprim(0, @primnum, 1);

    • @martinfatnesrenders1767
      @martinfatnesrenders1767 6 лет назад

      Cool! I actually was able to recreate most of it with the polycut node instead of that wrangle. Only thing I'm missing now is beeing able to move one pole and let the cable follow. Not sure how to do that yet though.
      Here is the file if you want to see it:
      drive.google.com/open?id=1bqLABITCmPGF4vyM_8rPZjjQUmJ655JQ

    • @martinfatnesrenders1767
      @martinfatnesrenders1767 6 лет назад

      I realize that I'm asking way to many questions, but this video is really inspiring and I really wish to get to this point one day. That's why I'm wondering where or how you learned to create this randomization in the building foundation and roof generating? 5:20

  • @cedrc147
    @cedrc147 6 лет назад

    Hi ! I'm new with houdini and to familiarize myself with it I tried to reproduce that part of canyon that you did
    But I'm stuck when you use volumevop node to create noise in the vdb. I can't understand how you did it and I didn't find any tutorial to do noise like that.
    Someone could help me to understand ?

    • @Munchhausenify
      @Munchhausenify  6 лет назад

      Hello, what about this simple example ? drive.google.com/open?id=1CBDGTWyztDNY5Q4mG9059UPlwoxwbH4Z

    • @cedrc147
      @cedrc147 6 лет назад +1

      Merci beaucoup ! (Pascal c'est Francais non ?)
      Je m’étais débrouillé autrement mais je crois que ma méthode est beaucoup plus couteuse en calcul !
      drive.google.com/file/d/1XfneK3bNpJ3yR5lr9IFs174TnQysksVO/view?usp=sharing
      Cela fais quelque jours que j’apprends houdini et votre vidéo m'a beaucoup aidé. Merci !

    • @Munchhausenify
      @Munchhausenify  6 лет назад

      De rien ! (en fait je réapplique un peu la méthode que Rohan Dalvi utilisise pour sculpter ses desserts : www.rohandalvi.net/dessert/ )

  • @claudiushoby
    @claudiushoby 6 лет назад

    Hello. I have a curiosity about programs and tutorials. If you want to make a paid tutorial in Houdini or another program, you need the program to be with license ?

  • @xpez9694
    @xpez9694 4 года назад

    Do you still use this work flow in 2020?

  • @danielkrajnik3817
    @danielkrajnik3817 4 года назад

    so awesome