Particles

Rays

Created a crowd simulation using Houdini’s popnet node. The simulation was achieved by create 3 animation cycles as bgeos and reading them into a file node. These file nodes were all connected to a blend node which cycled through the animations to create different walk cycles. In my case they were swim cycles for stingrays.

 
 

Volcano

Particle sim featuring both a solid and liquid simulation. The smoke was produced using the auto DOP network.

Automaton

Recreated an object that has constant motion using procedural animation techniques. In order to achieve this, sine and cosine formulas were coded for each element that moved in the piece. This helps in animating objects with constant motion without having to key frame. A noise function was added in different intervals into the code to create resistance to make the animation feel more realistic. This piece “Automaton” was based off of Bliss Kolbs “Crow” toy and sculpture.