FLOW is a short art film I’ve started mid-summer at Mixpoint – a post-production house which kindly bears with me as their resident CGI director. Few images like those Juno photos got me seriously captivated at the time; I was also deep into commercial tabletop photography with their thick, vividly textured imagery of mixing liquids of all sorts – a grossly overlooked form of art. On top of that, there’s been a bunch of technical stuff I was looking to play with for ages, so here’s the resulting mix, shaken and stirred for your viewing pleasure (and then over-compressed beyond any of my control):
And below I’m diving into the making-of details:
Showing posts with label Houdini. Show all posts
Showing posts with label Houdini. Show all posts
Procedural Bestiary and the Next Generation of CG Software
In the previous essay “Procedural content creation F.A.Q.” I’ve claimed that it would take few months to assemble a full-scale creature generator. So I took those months and did it – introducing Kozinarium v1.0 v1.5:
Procedural Creature Generator from Denis Kozlov on Vimeo.
Procedural systems I’ve been developing during the recent years served different purposes, not the least one being exploration of how far one can go in formalizing the visual art, expressing its language in machine-readable terms. “Quite far” is the answer I’ve got, and today I’d like to share my vision of the next generation of artistic tools which could empower anyone to render their imaginations with almost the ease of thought. But first, let’s take a look at how these procedural systems are made.
Procedural Creature Generator from Denis Kozlov on Vimeo.
Procedural systems I’ve been developing during the recent years served different purposes, not the least one being exploration of how far one can go in formalizing the visual art, expressing its language in machine-readable terms. “Quite far” is the answer I’ve got, and today I’d like to share my vision of the next generation of artistic tools which could empower anyone to render their imaginations with almost the ease of thought. But first, let’s take a look at how these procedural systems are made.
CG|VFX reel 2015
CG|VFX reel 2015 from Denis Kozlov on Vimeo.
My reels tend to become shorter and shorter. Here goes the new one – a generalist's reel again, so I have to take the blame for most of non live action pixels – both CG and compositing. With only a couple of exceptions, the work has been done in Houdini and Fusion predominantly. Below follows a breakdown describing my role and approach for each shot.
On Wings, Tails and Procedural Modeling
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Project Aero: Procedural Aircraft Design Toolkit for SideFX Houdini |
I find Houdini a very powerful tool for 3D modeling. In fact, this aspect was largely motivational for me to choose it as a primary 3D application. And talking procedural modeling I mean not just fractal mountains, instanced cities and Voronoi-fractured debris (which all can be made look quite fascinating actually), but efficient creation of 3D assets in general. Any assets.
Labels:
3D,
design,
Houdini,
my stuff,
procedural,
techniques
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