![Fabricio Chamon](/img/default-banner.jpg)
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Fabricio Chamon
Brazil
Registrace 20. 09. 2013
Houdini fx/tech artist working in the CGI industry for over 18 years.
Houdini cinematography study
A couple futuristic themed shots created in between work! I've put these disconnected shots together as a quick cinematography study. Also a nice opportunity to try Quadspinner Gaea for the first time. (Made in Houdini, rendered in Redshift)
Desert landscape making-of: www.artstation.com/artwork/8BWa8q
Desert landscape making-of: www.artstation.com/artwork/8BWa8q
zhlédnutí: 589
Video
Cow toy RBD Rig (Houdini)
zhlédnutí 1,2KPřed 3 měsíci
Controller driven rbd rig. (Rendered in Karma XPU) More images here: www.artstation.com/artwork/VJmGzb Music: Dance of the Sugar Plum Fairies Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License
VisionML for Houdini - Plugin Presentation
zhlédnutí 2,4KPřed 6 měsíci
This is my entry for SideFX H20 Tech Art Challenge (2024). VisionML is a plugin that aims to make computer vision and machine learning data accessible inside Houdini. More info at: github.com/fabriciochamon/VML_Streamer_QT Music by Bensound License code: OESCF3BQGY2XDWSE
Vision ML - playground
zhlédnutí 385Před 7 měsíci
Testing the possibilities of Vision ML tools. More info here: www.sidefx.com/forum/topic/93503/
Vision ML - demo
zhlédnutí 799Před 7 měsíci
A set of Vision & Machine Learning integrations for made for Houdini 20 Tech Art challenge. More info here: www.sidefx.com/forum/topic/93503/ .
Houdini - CHOPs animating to music beats
zhlédnutí 1,2KPřed 9 měsíci
Houdini - CHOPs animating to music beats
Houdini - fast ink/fluid sims using filaments
zhlédnutí 3,6KPřed 11 měsíci
Houdini - fast ink/fluid sims using filaments
Houdini - Procedural knitted fabric
zhlédnutí 13KPřed 11 měsíci
How to create knitted fabric for any arbitrary geometry in Houdini, using the "uvsample" function in vex.
Houdini - Building custom HUDs
zhlédnutí 861Před 2 lety
How to use normal device coordinates (NDC) in vex to build rich camera plates. Get hip file at www.patreon.com/fchamon
Houdini - Infection VEX solver
zhlédnutí 11KPřed 2 lety
In this video I create a fully controllable infection effect with the Solver SOP and VEX, going from zero all the way to the digital asset. Get hip at: www.patreon.com/fchamon 00:00: Intro video 02:00: Defining starting points 04:45: Creating the solver (Solver SOP) 06:50: Solver VEX code (simple) 13:00: Painting a contamination threshold map 14:40: Improving the VEX code to use maps 18:48: Add...
CGI nature shots
zhlédnutí 501Před 2 lety
A sample of some CGI shots I've been doing for fun over the past few years.
Houdini - COPs - Procedural texture generator
zhlédnutí 3,3KPřed 2 lety
How to streamline the creation process of procedural textures inside a COP network.
Houdini - Fast chain simulations
zhlédnutí 7KPřed 2 lety
download .hip and .hda files at: www.patreon.com/fchamon How to procedurally model chains from curves, and how to simulate them in the most efficient and stable way using sphere collisions and the bullet solver. 00:00 Single chain link model 02:16 Sweeping links onto curve 05:12 Creating the collision geometry 11:04 Setting up the RBD sim 11:50 Tweaking sim parameters to get good results 13:55 ...
Houdini - Live boolean
zhlédnutí 813Před 2 lety
In this tutorial you'll learn how to create a live boolean tool, where you cut geometry by drawing curves directly in the viewport: easy and fun! More at: www.patreon.com/fchamon
Houdini - UV based wetmap baker
zhlédnutí 924Před 2 lety
How to create a wetmap independent of geometry resolution (using UVs), and save to disk to be used as texture. Get HDA at: www.patreon.com/fchamon 00:00 Creating UV points 01:47 Projecting UV points onto receiver geometry 05:18 Creating the wetmap solver 07:30 Fading the wetmap 08:22 Transfering point attributes to 2d volumes (Volume VOP) 14:16 Reading 2d volumes from a COP network 16:35 Writin...
Houdini - Basic audio generation in CHOPs
zhlédnutí 1,3KPřed 2 lety
Houdini - Basic audio generation in CHOPs
Houdini - Matrices and Local Space transforms tutorial
zhlédnutí 6KPřed 2 lety
Houdini - Matrices and Local Space transforms tutorial
Amazing!🎉
Nice
👏🤜👏
That looks very great. It looks like it took a lot of effort
so clean buddy
Hey, how would I go about simulating this thing through vellum? Point deform low-resh grid mesh?
Amazing work. But geometry brakes when trying to copy original geometry to sim. Any idea how to fix?
it looks so real in the viewport dang
Amazing tutorial 👏🏽
I have a toy which does something similar. It's from McDonald's and my aunt gave it to me when I was a toddler.
no way thats cgii whhhhaat
I seriously thought that this was stop motion. I only realized it was CGI when you showed the rig. Nice!
I LOVE this, super well done! Looks real :)
Awesome idea and you nailed it!
Hi, Thanks, it's fast. But Some crosses generated after sim. Is there a way to create perfect sim except add the sphere of vdbtosphere node(To Infinitely close to the surface of mesh)?
Thank you so much !
sooo freaking cool, thanks for making this man!! do you know how i would go about using the facial mocap data for daz character or any face?
Hi Fabricio! I really love your research works. Thank you for sharing! I had a question: Is there a way to transpose an animated spline directly to an audio waveform? Thanks!
Hi, thanks! You mean like a simple waveform visualizer? yes it is totally possible. This visualizer would be just a slice running along the full waveform as the audio is played. you can create a flat line in sop and use its point indices to query chanel samples from chops. There is a small conversion you need to do: time to chop samples (considering your channel sample rate), so your sop line middle point stays exactly the current time sample being played and first/last points corresponds to the waveform slice you want to display. But it is super easy overall, I have a hip example somewhere in my pc. Will try and make a tutorial for it soon!
you might also like the first half of this video: czcams.com/video/cPCFy6iZyOs/video.html
Hi Fabricio can I do this tutorial with an object that has multiple UV Tiles ? Thank you so much though this was really intructive :)
no this would need a few tweaks to work in a multi tile case. Can't you just layout your current uvs to a single tile, just for the knit model, and optionally transfer back tiled uvs by proximity later?
Very nice!
These techniques are incredible thank you for sharing them!
This tutorial was so helpful for me. It's a subject I've been trying to understand better for a couple of years and your overview explanation of identity matrixes makes such a difference for me. You really should have more subscribers. Best of luck!
Thanks and I'm glad it was of some help. Matrices seem a lot more difficult than they really are (for basic transform operations), I felt much more capable when it all "clicked" and once I understood how these conversions between vectors/quaternions/matrices work.
This is such a nice tutorial. Thanks a lot Fabricio for taking the time to explain this really useful concept so clearly. Deserves more views!
Thank you so much for this Tutorial Fabricio, I learn't lots of new things! and not just about knitting! respect!
what a great video, in houdini 20 the sweep node is different, i saw suggestions to use copy to points instead but it does not allow the chain links to be oriented along the curve, they just keep their original orientation. Is there any way to work around this? Thanks!
Hi, yes use copy to points now! And right before the copy to points node add a "orient along curve" node to make the links follow the curve direction.
Yeah, and to rotate the chain link need apply Roll or Twist inside the Copy to Curves Node. If try to use transform node like in the video now can be problematic I think.
Thanks a bunch for the pointers! I ended up downloading the HDA and taking it apart to see how everything works, got everything working now and running chain sims for days!!
You can Select the old sweep in Houdini! Window Top Toolbar -> Assets -> Asset Definition Toolbar -> SELECT show always. then in the Sweep Node Parameter Tab you can change to the old Node.
Francis you just saved my ass. Thank you so much! @@Francis-yc9nc
Do you know how I'd go about using the infection as a driver for the rigid bodies simulation? A little confused on how to get that started
One way to do it is using packed geometry as bullet rbd pieces. Then you can set the "active" atribute of a piece to enable/disable it during the simulation. Since its just a regular point attribute, you can base the value off of the infection effect (via attribute transfer or whatever you like).
Show!
Do you know of any tutorials like this for maya? I'm trying to create a ski mask
nice tricks
Great Project ! Good Work
Excellent project!
Awesome dude!
it works! from the windows binary just crashes from the github version! great! superb Fabrico!
Hey, glad you have it working!! I'll double check the github version, but it seemed ok on my machine running Windows 10 with python 3.10.* Important note: MediaPipe does NOT support gpu inference on Windows! So the Linux version is far better in performance. =)
How did you get it working? I am facing the same problems as you had! :O
@@chillsoftyou're running the shipped binary or the python file directly from Github repo?
The shipped one I suppose. I have the github one as well though, but both behave the same way! @@fabricio_chamon
Hey could you please retry? I just pushed an update. Same links as before.
ill try again doing it this way via houdini
aww I got it working (VML_Streamer) but as soon as I put a hand or hands in on web cam it just crashes :( windows python 3.10.11
Wowsers gonna try this straight away
Irado!
Wow!
Sensacional
Looks awesome!
I want to thank you so much for this.
ah nao!!!
ai delicio
Awesome, awesome video! thank you so much!
This all works until the chain has a bit more complex shape. Tried with a helix shape with more turns and the sim breaks straight away even with very high substeps. A simple shape like a line seems to work fine thou.
Nowadays I'd just use less spheres with larger/intersecting radii, that should give you more stable links without increasing substeps too much. In any case, I'm curious to see the helix shape you are mentioning, as this approach should be robust enough to handle more than simple lines.
@fabricio_chamon Sorry i forgot this, i figured it out. it was just a silly error. when creating the curve shape and you have a large enough chainlink the link intersects from the start. stupid of me but yes, your solution works really good!
hey thx for the awesome tutorial. i was wondering how you got the texture to show? when i add a texture image to my mat and apply it, it's just a solid color.
Put your material inside a material builder. On the material builder node, right click gear > edit parameter interface. Add a new "File - Image" parm, on the parm properties click "Built-in tags" button, search for "texture #", add that tag. Now load a texture on this new parm and it should display on the viewport. Alternatively, link this parm value with your original texture node to make everything dynamic.
@@fabricio_chamon brilliant i really appreciate you answering
niubility
Very cool work!