2014 gregmotion.com  • Production • Effects & Motion Graphics • Illustration • Compositing  • Animation

>> Animation Work: 

Here is a compilation of animation work I've done using Maya's powerful animation and visual effects tools. Animation, modeling and all particle and fluid-effects work done by yours truly. Enjoy. 

3D and VFX work - Liquid, atmosphereic Fluids, and Digital Pyro techniques

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Motion graphicss logo animation for a start-up company. It involves process I have been working on using VOPS in Houdini. Color and turbulence have been used to define where particles are generated. I also used an opacity map to define where the geometry will be visible.

Bubbles and dust test using Houdini 's Fluid effects and POPadvect techniques. 

This is a test render for a logo project I'm working on. Used some cached high quality source volumes and volume collision, and of course, FLIP fluids. I also used Houdini's powerful source collision volume to drive the water rather than using the ocean tool. More to come on this fun project.

Used Houdini's powerful smoke solver and compositing tools to create this visual effect. Rendered in VR for a VR Utah ride.

Houdini's FLIP fluids. I also used Houdini's powerful source collision volume to drive the water rather than using the ocean tool. More to come on this fun project.

A Logo animation to promote my client's services in personal training. The techniques here are using, FLIP Fluids and VOPs connections to control the shading-- using bind export and a luminescence vop input to control the values. A sop solver with a volume was also used to control what liquid particles rise and fall. Lots of control was needed to make this successful

I've been trying to find  tutorials and different tecniques to build a flamethrower in Houdini. I've got a good handle so far on what the basic elements require. It's pretty straight forward.: Build a volume collision vdb object cached with points and allow the volume to be a source and collider object  withitwo different nodes. Adjustments would have to be made on nodes within the DOP networt, mostly-- calculating source velocity and source collision.

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Here is some 3D visual effects and compositing I worked on called "Break Dancer". Motion Tracking, and shading the digital debris done in Maya and Matchmover.  Debris was simulated and created in Maya using its shatter tools. Smoke and dust was also created and simulated in Maya using its powerful Fluid Effects tools with a high voxel quality. The original footage was downloaded courtesy of videoblocks.com.

Here is a work in progress using houdini's particle and fracture dynamics simulation. Here I used the popWrangler and popCurve dynamic nodes and integrated some vex code to adjust the scale and mass for these particles.   

A snow simulation effect in Houdini using it's powerful particle simulation tools. I used popProperty and Popwind. I also played with the friction and stickiness settings.