This is an R&D test exploring Karma retime instancing and its impact on render efficiency. All the shots shown here are generated from a single explosion, with variation created through different scales and rotations.
Using the exact same scene setup, the difference between rendering with instancing versus without it can be over six hours as you can see in the video, or in some cases make the scene unrenderable.
I also discovered an excellent Hex-Tiled Texture node that fixes tiling issues very effectively. Big thanks to @DoubleJumpAcademy for sharing this.
link : • How to fix tileable texture repetition in ...
I also used this opportunity to experiment with wedges by building an automated test setup, also learning to procedurally control explosion timing and crowd layout.
The scene was rendered in Karma XPU and composite in Davinci Resolve.
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Software Used:
• Houdini 21 (Solaris, Karma XPU, Axiom solver, RBD)
• DaVinci Resolve (Compositing, Editing, Color Grading & Sound FX)
[[00:00:00] – showing the efficiency of Retime Instances in Karma.
[00:00:36] – Karma viewport.
[00:00:47] – Karma Hex-Tiled Texture node. Fixes tiling issue.
[00:01:02] – Axiom Solver, and wedging. Visualizing the RBD (Rigid Body Dynamics) fracturing and simulation for the environment.
[00:01:17] – Showcase of the instanced explosions being retimed and distributed across the scene.
[00:01:47] - QuickMagic ai, Crowd Solver and Ragdoll setup.
[00:02:10] -- Curves. Flipbook preview.
Music :
Music from #Uppbeat (free for Creators!):
https://uppbeat.io/t/color-parade/a-c...
License code: BU2X4SJV18WNUWBL
3D Modeling, Texturing, Lighting, Animation (Keyframe & Procedural), Dynamics, Simulations (Rigid Body, Soft Body, Cloth, Fluid, Particles, Smoke, Fire), Procedural Generation, Look Development, Rendering, Compositing.
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