Nunca use los highfield, cual seria la ventaja principal sobre hacer un plano con divisiones y ponerle el noise/displace?
@shubhamthakur33212 күн бұрын
Your tutorials are great, I know it's too basic thing but can you please also mention where you get you assets like texture, models etc?
@pizola32852 күн бұрын
@@shubhamthakur3321 oh, the models where from maxtree, the free package. And the textures from emgascans :D Thanks for the support, I am glad you enjoyed this tutorial
@MemchalaishramMemchalaishram8 күн бұрын
N
@dickie_hrodebert10 күн бұрын
You are the Boss. Great Tutorial.
@pizola328510 күн бұрын
@@dickie_hrodebert hey! Thanks a lot! :D
@nicksushkevich14 күн бұрын
Sorry, it's X to visualize a node.
@lovelimvfx86114 күн бұрын
Nice tutorial! Loved it!)
@pizola328514 күн бұрын
Glad you liked it!
@blackspear21714 күн бұрын
nice! this is a good refresher for building terrains, especially with Copernicus being around the corner. cheers man
@pizola328514 күн бұрын
Thanks man! I am super excited to have a unified approach at texturing. It will be game changer
@mikestan835314 күн бұрын
Do you think that this landscape is awesome? 🤔
@pizola328514 күн бұрын
For something made in a couple of hours I do! Thanks for asking :D
@arvidurs14 күн бұрын
wow, why are you so salty. it's free training material
@pizola328514 күн бұрын
@@arvidurs Thanks Arvid, you get it :)
@blackspear21714 күн бұрын
someone takes the time to provide us free education material and this is what you give back? count your blessings mate instead of leaving lame comments.
@pizola328514 күн бұрын
@@blackspear217 Thanks man :,)
@AerysBat14 күн бұрын
Did you see the new vegetation tools in H20.5? Could be a fun second part to this tutorial!
@pizola328514 күн бұрын
In fact the whole workflow can be fully revamped! On top of that, Copernicus will also be key in later videos :)
@AerysBat14 күн бұрын
@@pizola3285 Amazing, looking forward to it!
@christophercraves17 күн бұрын
❤
@JTX160319 күн бұрын
This deserves more support.
@pizola328519 күн бұрын
Aw thanks!
@cbtube3028 күн бұрын
Amazing tutorial. How did you get the cloth to fall on the car first and then activate the string pull sequence?
@pizola328523 күн бұрын
Well it is all animated! The strings wont pull until I decide them to pull
@cbtube3018 күн бұрын
@@pizola3285 Just that when the cloth start falling with the strings attached the strings tend to bend and fall under the cloth creating chaos
@seonghoonlee480Ай бұрын
Nice work
@LocknloadizeАй бұрын
What's the difference between setting the Retime-Node to "By Speed" animating the speed parameter and this HDA? (or maybe that didn't exist when this tutorial was made)
@pizola3285Ай бұрын
Hi, thanks for asking. This hda saves or records time within the solver. This allows to add or remove timesteps additively and not overriding it. I havent tested the new "by speed" parameter but I believe it doesnt work additively.
@Blazer8496Ай бұрын
Can someone share the Rebelway FX challenge files? Those have removed from their website. Thank you!
@pizola3285Ай бұрын
Hey, those are uploaded at my Patreon!
@Blazer8496Ай бұрын
@@pizola3285 Thank you!
@johnpilotsandmail3612Ай бұрын
Thank you very much! I learned a lot of interesting points for myself
@pizola3285Ай бұрын
Thanks! I am glad you found value in the content!
@SwipeLess2 ай бұрын
Are you doing the wedge pyro so that you can simulate them in paraller at the same time or what was your thought process behind it?
@pizola32852 ай бұрын
Hey! Good question. So the main idea behind it is so that I can do many smaller simulations at once. If I were to do all of them at once my machine would die on me
@SwipeLess2 ай бұрын
@@pizola3285 interesting, gotcha! Thats like using sim farms and distributed sims but on single pc 😂 great to know, never thought about using top stuff this way, i'll return on this tutorial if some day my machine fails on me hahah
@dennisvolkerts2 ай бұрын
For the collision... You forgot to set the name surface to collision or rename it in dops right?
@pizola32852 ай бұрын
It is very possible I might have skipped it. Thanks for noticing
@LewisPassos-gq9yn2 ай бұрын
Yo, how did you flood your own house out of nowhere?
@pizola32852 ай бұрын
Hey so this project is suuuuper old. But basically I tracked the corridor, made a big sphere of water emission out of one room and composited everything on top of the footage
@pritampaul31272 ай бұрын
What did you use for tracking?
@pizola32857 күн бұрын
Hi, I used pftrack
@vanyakapetanovic40182 ай бұрын
Amazing stuff Pizzola! Just for the life of me I can not figure out how to animate @breaktrasholdscale so saliva breaks at specific moment. I tried to animate it in AttWrangle, in Vell Constraints and Solver and it doesn't work. It can only be constant value.
@HeadFlyyy2 ай бұрын
Gonna switch from blender to Houdini by watching you my friend
@pizola32852 ай бұрын
Do so! One way journey
@santiagorinaldi17122 ай бұрын
epicness as always
@pizola32852 ай бұрын
Thanks titan
@gregorybennings87182 ай бұрын
Are you using a denoiser in the first clip? The ship looks super smooth.
@pizola32852 ай бұрын
I am, neat video. Good eye
@mohamedazab35862 ай бұрын
I am waiting
@surfexcelll2 ай бұрын
i am waiting
@mizu52613 ай бұрын
that's really cool! Thx for sharing!
@axelferraria3 ай бұрын
I love your videos and hate your BG music XD
@pizola32853 ай бұрын
HAHAHAHA, it changed!
@gabocavallaro3 ай бұрын
hey que buen video! miles de gracias! Una pregunta, no me decido si meterle a XGEn, Xgen Interactive Yeti o Houdini... laburo en videojuegos, XGen es el standard pero Houdini parece bastante mas poderoso, y se puede hacer mucha integracion con Unreal, tambien vi que se usa en VFX, vos cual me recomendarias? o como los programas de 3D lo importante es usar el que te sientas mas comodo y ya? Muy buen contenido!
@pizola32853 ай бұрын
Buenas! Gracias por el mensaje. La verdad que todo depende del uso que le des. Yo si creo que Houdini es mucho más poderoso, sobre todo para VFX. También creo que va a transformarse el estándar (Puedo estar sesgado en esto) Por mi parte saber Unreal y saber Houdini es la mejor combinación que podrías aprender. Más allá de grooming. Espero te sirva la respuesta
@gabocavallaro3 ай бұрын
@@pizola3285 perfeeecto miles de gracias pienso lo mismo creo que es la mejor combinación, sobre todo por la integración técnica. Abrazo seguí dándole al canal ! ✨
@jennygp004 ай бұрын
Hi! I was wondering how to generate more saliva like the tutorial. I have the Hip and there are two otls left. One the saliva lines generator and the other, saliva connections generator. I would like to have more saliva and I don't know how to do it
@pizola32854 ай бұрын
Hi! If I am not mistaken there are more otls inside the adult pizola version of the file.
@raneemFX4 ай бұрын
Yo I am also started from cinema 4d 👌
@pizola32854 ай бұрын
Yes! I have so many fmemories from C4D :D
@vietcyco57264 ай бұрын
some body ksnnow .How to resize the bullet ??? :(
@zoi39894 ай бұрын
What's the global erosion rate in the heightfield erode node? only the advanced parameteres were shown on 3:10
@MiguelAngel-ul6bw5 ай бұрын
This tutorial is amazing! I’m trying to export it in alembic file but I cannot. I tried to export it by different nodes and it only works up to the scatter node. From this point, the alembic files are not readable. Any advice? Thank you!
@pizola32855 ай бұрын
Hey thanks! Export it as vdb with the filecache. That will fix it
@user-hq6rd7uc6q5 ай бұрын
HI what you have done in primary simulation In dopnet there is sopsolver attached with rigigbody solver plz explain ?
@MKRFX5 ай бұрын
😂 Awesome Tutorial 👌 Bro...
@rinamondal42285 ай бұрын
😊😊😂😅🎉P😂😮😮😮🎉😅😅😊😊😅😢😂
@johnpilotsandmail36125 ай бұрын
Thanks!
@wewantmoreparty5 ай бұрын
❤
@tommyehrlich54865 ай бұрын
What settings do you have in your pyrosolver setup? You don't show it in the video
@pizola32855 ай бұрын
Hi, I did show it in the video. Around 24:00
@andriicgi5 ай бұрын
This is amazing!!
@AM17titan5 ай бұрын
what is the ost used? because it is different from the anime
@pizola32855 ай бұрын
We didnt use any OST. It was recreated from scratch to suit our needs. Thanks for asking.
@Dreamfyre935 ай бұрын
This was very well done. Love the animation and how you designed Reiner.
@pizola32855 ай бұрын
Thanks! It was made with love
@c421t5 ай бұрын
In Houdini 20+ i cant get the attrib wrangle to work. It makes the emitter not fire at the wall. The emitter just appears and not move. when I deactivate the attrib wrangle node it works but without the base being inactive. any ideas? I got it working with a bounds box through rbd config node but would like it to work with the vex expression like in the video i@active = 1; if(@P.y<.1){@active = 0;}
@TheSiimur5 ай бұрын
Maybe show a render preview of what the outcome looks like ?
@pizola32855 ай бұрын
Thanks. New videos have this approach.
@PontusMaestro5 ай бұрын
Damn, this looks really good! This is proof that a live action Attack on Titan movie would work too! People shouldn't say that it wouldn't work. I love that it looks really faithful to the manga and anime as well; same tone, same scenery. Amazing work!
@kannan123muddala75 ай бұрын
Super❤❤😂😂😂😊😊👌👌👌👍👍
@emotedeeeznuts5 ай бұрын
I'm confused, what are the programs used and mentioned in the thumbnail? Ik one is Houdini but what are the others and what's their purposes?
@pizola32855 ай бұрын
Hi! They are not programs. One is Opposite Visuals, my studio. The other is Double Jump Academy, another brand
@VisionOfJeremiah5 ай бұрын
Amazing work! great job to the team!
@pizola32855 ай бұрын
Thanks! We appreciate it :D
@taytay102716 ай бұрын
This is amazing, beyond any expectation of a live action version. I hope to see more! :)
Пікірлер
Nunca use los highfield, cual seria la ventaja principal sobre hacer un plano con divisiones y ponerle el noise/displace?
Your tutorials are great, I know it's too basic thing but can you please also mention where you get you assets like texture, models etc?
@@shubhamthakur3321 oh, the models where from maxtree, the free package. And the textures from emgascans :D Thanks for the support, I am glad you enjoyed this tutorial
N
You are the Boss. Great Tutorial.
@@dickie_hrodebert hey! Thanks a lot! :D
Sorry, it's X to visualize a node.
Nice tutorial! Loved it!)
Glad you liked it!
nice! this is a good refresher for building terrains, especially with Copernicus being around the corner. cheers man
Thanks man! I am super excited to have a unified approach at texturing. It will be game changer
Do you think that this landscape is awesome? 🤔
For something made in a couple of hours I do! Thanks for asking :D
wow, why are you so salty. it's free training material
@@arvidurs Thanks Arvid, you get it :)
someone takes the time to provide us free education material and this is what you give back? count your blessings mate instead of leaving lame comments.
@@blackspear217 Thanks man :,)
Did you see the new vegetation tools in H20.5? Could be a fun second part to this tutorial!
In fact the whole workflow can be fully revamped! On top of that, Copernicus will also be key in later videos :)
@@pizola3285 Amazing, looking forward to it!
❤
This deserves more support.
Aw thanks!
Amazing tutorial. How did you get the cloth to fall on the car first and then activate the string pull sequence?
Well it is all animated! The strings wont pull until I decide them to pull
@@pizola3285 Just that when the cloth start falling with the strings attached the strings tend to bend and fall under the cloth creating chaos
Nice work
What's the difference between setting the Retime-Node to "By Speed" animating the speed parameter and this HDA? (or maybe that didn't exist when this tutorial was made)
Hi, thanks for asking. This hda saves or records time within the solver. This allows to add or remove timesteps additively and not overriding it. I havent tested the new "by speed" parameter but I believe it doesnt work additively.
Can someone share the Rebelway FX challenge files? Those have removed from their website. Thank you!
Hey, those are uploaded at my Patreon!
@@pizola3285 Thank you!
Thank you very much! I learned a lot of interesting points for myself
Thanks! I am glad you found value in the content!
Are you doing the wedge pyro so that you can simulate them in paraller at the same time or what was your thought process behind it?
Hey! Good question. So the main idea behind it is so that I can do many smaller simulations at once. If I were to do all of them at once my machine would die on me
@@pizola3285 interesting, gotcha! Thats like using sim farms and distributed sims but on single pc 😂 great to know, never thought about using top stuff this way, i'll return on this tutorial if some day my machine fails on me hahah
For the collision... You forgot to set the name surface to collision or rename it in dops right?
It is very possible I might have skipped it. Thanks for noticing
Yo, how did you flood your own house out of nowhere?
Hey so this project is suuuuper old. But basically I tracked the corridor, made a big sphere of water emission out of one room and composited everything on top of the footage
What did you use for tracking?
Hi, I used pftrack
Amazing stuff Pizzola! Just for the life of me I can not figure out how to animate @breaktrasholdscale so saliva breaks at specific moment. I tried to animate it in AttWrangle, in Vell Constraints and Solver and it doesn't work. It can only be constant value.
Gonna switch from blender to Houdini by watching you my friend
Do so! One way journey
epicness as always
Thanks titan
Are you using a denoiser in the first clip? The ship looks super smooth.
I am, neat video. Good eye
I am waiting
i am waiting
that's really cool! Thx for sharing!
I love your videos and hate your BG music XD
HAHAHAHA, it changed!
hey que buen video! miles de gracias! Una pregunta, no me decido si meterle a XGEn, Xgen Interactive Yeti o Houdini... laburo en videojuegos, XGen es el standard pero Houdini parece bastante mas poderoso, y se puede hacer mucha integracion con Unreal, tambien vi que se usa en VFX, vos cual me recomendarias? o como los programas de 3D lo importante es usar el que te sientas mas comodo y ya? Muy buen contenido!
Buenas! Gracias por el mensaje. La verdad que todo depende del uso que le des. Yo si creo que Houdini es mucho más poderoso, sobre todo para VFX. También creo que va a transformarse el estándar (Puedo estar sesgado en esto) Por mi parte saber Unreal y saber Houdini es la mejor combinación que podrías aprender. Más allá de grooming. Espero te sirva la respuesta
@@pizola3285 perfeeecto miles de gracias pienso lo mismo creo que es la mejor combinación, sobre todo por la integración técnica. Abrazo seguí dándole al canal ! ✨
Hi! I was wondering how to generate more saliva like the tutorial. I have the Hip and there are two otls left. One the saliva lines generator and the other, saliva connections generator. I would like to have more saliva and I don't know how to do it
Hi! If I am not mistaken there are more otls inside the adult pizola version of the file.
Yo I am also started from cinema 4d 👌
Yes! I have so many fmemories from C4D :D
some body ksnnow .How to resize the bullet ??? :(
What's the global erosion rate in the heightfield erode node? only the advanced parameteres were shown on 3:10
This tutorial is amazing! I’m trying to export it in alembic file but I cannot. I tried to export it by different nodes and it only works up to the scatter node. From this point, the alembic files are not readable. Any advice? Thank you!
Hey thanks! Export it as vdb with the filecache. That will fix it
HI what you have done in primary simulation In dopnet there is sopsolver attached with rigigbody solver plz explain ?
😂 Awesome Tutorial 👌 Bro...
😊😊😂😅🎉P😂😮😮😮🎉😅😅😊😊😅😢😂
Thanks!
❤
What settings do you have in your pyrosolver setup? You don't show it in the video
Hi, I did show it in the video. Around 24:00
This is amazing!!
what is the ost used? because it is different from the anime
We didnt use any OST. It was recreated from scratch to suit our needs. Thanks for asking.
This was very well done. Love the animation and how you designed Reiner.
Thanks! It was made with love
In Houdini 20+ i cant get the attrib wrangle to work. It makes the emitter not fire at the wall. The emitter just appears and not move. when I deactivate the attrib wrangle node it works but without the base being inactive. any ideas? I got it working with a bounds box through rbd config node but would like it to work with the vex expression like in the video i@active = 1; if(@P.y<.1){@active = 0;}
Maybe show a render preview of what the outcome looks like ?
Thanks. New videos have this approach.
Damn, this looks really good! This is proof that a live action Attack on Titan movie would work too! People shouldn't say that it wouldn't work. I love that it looks really faithful to the manga and anime as well; same tone, same scenery. Amazing work!
Super❤❤😂😂😂😊😊👌👌👌👍👍
I'm confused, what are the programs used and mentioned in the thumbnail? Ik one is Houdini but what are the others and what's their purposes?
Hi! They are not programs. One is Opposite Visuals, my studio. The other is Double Jump Academy, another brand
Amazing work! great job to the team!
Thanks! We appreciate it :D
This is amazing, beyond any expectation of a live action version. I hope to see more! :)
Nice🔥🔥