Learning Houdini and Mocap

So I want to try to add some effects to this shot.

https://vimeo.com/728464899

To do this I will need to need to understand how to use Houdini to make a “flamethrower” type effect.

I had to get my head around Houdini as it is software that I haven’t used before.

Like similar application, the software gives you a stage where you can view geometry in 3D space and change parameters and settings on the left.

The software uses a node based system, similar to Nuke and Mayas Hypershade.

To start adding geometry to scene, a “geo” node is required.

Within this node, you are able define objects and apply other nodes to affect its behavior within the scene.

Mocap

To comp the effect I want to create using Houdini effectively into the scene, I will need use motion data from the scene to impact the how the effect renders. This is useful for positioning and to replicate realistic subtle movements that humans exhibit.

The rendered effect will need extra information for effective composition.

This will include speculator light effecting the surrounding environment and also the subjects.

As you can see in this image, the fire creates a strong orange specular reflective light onto the subject. Also, noted for later comping, there is a really cool natural lens flair in this shot.

As you can see in the base footage:

This information will need to be comp’d into the scene in order for it to look accurate.

There is a possibility of retroactively adding this the base footage but I think it would look far more realistic to generate the spectacular data from the render of the effect, to use to comp on top of the scene.

For this, I will need geometry of the actors within Houdini to use.

To make things easier to start with I have decided to use some motion capture data.

Using data from mixamo.com I have found this motion capture, showing a 2 handed spell cast.

This is the model I will use to interact with Houdini.

Here is the motion data I will use to simulate receiving the “hit”.

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