Is This Simulated By Houdini? No! This Is Max!
First, let's take a look at a work released by Tyson Ibele on Instagram. Perhaps you can hardly believe that such accurate rigid body collision and fragmentation calculations are actually simulated inside 3DS Max? Even using Houdini to simulate is also difficult, and the use of Particle Flow.
Particle Flow is a new feature in the Max 6 version. It was also Max's first particle tool to break the no-node function. In the years that just came out, the utilization rate was still relatively high.
However, with Houdini and some Max plug-ins more and more stronger, the PF is slowly weakened, and PF has become not very important in Autodesk.
There are Max users who want to replace PF, so Max and Houdini have a fight, some people think that it is impossible, after all, the advantages of each of Autodesk's products are there, it is impossible to develop a block separately.
Tyson Ibele is an animator who has lived in Toronto, Canada for a long time. He rewrote the ParticleFlow in 3ds Max and got a tool called tyFlow.
The physical flow of tyFlow is inseparable from its bound skin system. By combining them, it is very easy to simulate effects like rigid body deformation. In this video, the car's outer casing is a rigid body that combines with the PhysX constraint of tyFlow. The tyFlow constrained deformation system is capable of local deformation when the pressure on certain parts of the constrained mesh reaches a certain amount.
Every part of the system is controlled by the tyFlow program, so it is easy to iterate and tweak.
Making A Robots of League of Legends with Maya and Houdini
houdini render farm
The idea of this robot comes from the game League of Legends, using software such as Maya, ZBrush, Substance Painter, Houdini.
1.Reference I had the idea of making this robot after I saw a reference picture as below.
2.Maya I made the approximate shape of the model in Maya, especially the part of the body structure. Although there is no detail, I try to construct the model.
Now importing ZBrush adjustments, this production process does not use ZBrush's hard surface, but adjusts the large structure of the large model inside, without adding detail adjustments.
After ZBrush was adjusted, it was imported into Maya again, mainly to adjust the details of the model again. In particular, the parts of these edge details need to be adjusted to the position of the wire.
3.UV UV production is very simple, I used the unfold automatic expansion of the UV function, it is very useful in terms of UV extension.
4.Substance Painter After splitting the UV, make a material using Substance Painter. The material of the Apple robot is very simple, mostly metal and luminescent materials. I made a texture using the basic material of Substance Painter.
5.Pose Exporting textures in Maya textures, I made simple settings, Skinning, and Paint Skin Weights in Maya. Because you don't need to do role dynamics, the above steps are as simple as you can.
6.Rendering After the model is finished, I chose to use Houdini for rendering. The material of Houdini is very similar to the PBR material of Substance Painter. Instead of using the Houdini default lighting material, I used light in lighting and created an environment map. Mantra is used for realistic rendering.
The material of the robot's light-emitting part uses the glow node that Houdini comes with, but slowly adjust to the desired effect.
The final rendering.