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Paul Esteves

Paul Esteves

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Paul Esteves posts

021 - RBD Smash

In this tutorial we'll cover RBDs. Constraints, configuring and also different fracturing methods. In the second half I'll go over the materials I created for the bottle and the RBD pieces.

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021 - RBD Smash Teaser

In this tutorial we'll be talking about RBDs. It is not an indepth RBD tutorial, but rather just showcasing some simple techniques to get some cool results.

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020 - Perfume Splash

In this guest tutorial, Danial will cover how to reveal a perfume bottle with fluids. There are many amazing techniques discussed and shared.

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020 - Perfume Splash Teaser

In this guest tutorial, Danial will cover how to reveal a perfume bottle with fluids. There are many amazing techniques discussed and shared.

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019 - Soft Hairy Cloth

In this tutorial we'll talk through a swirling cloth simulation and then we'll take a look at a variety of grooming techniques for hair. We'll also take a look at hair rendering in Houdini and specifically talk about using the hair shader.

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019 - Soft Hairy Cloth Teaser

In this tutorial we'll talk through a swirling cloth simulation and then we'll take a look at a variety of grooming techniques for hair. We'll also take a look at hair rendering in Houdini and specifically talk about using the hair shader.

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018 - Swirly Grains

In this tutorial we'll tackle 3 methods of achieving this swirly grains behavior. We'll add more complexity as we move along eventually using our bottle as part of the forces to get some nice interactivity with the grains and bottle.

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018 - Grains Teaser

In these 2 tutorials we cover grains. We'll first talk through vellum grains and using an object to lift through grains. We'll talk through scene optimization and how to deal with millions of grains.   In the second tutorial we'll talk through velocity fields and go through 3 methods of achieving swirly grains.

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017 - Rising Through Grains

In this tutorial we'll talk through filling a scene with grains (without blowing up your computer). We'll simulate them using Vellum. In the final section we'll talk about instancing workflows with rs proxies to make the scene manageable and fast to render. 

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017 - Rise Through Grains Teaser

In this tutorial we'll build this shot from scratch. We'll talk through setting up a scene covered in grains (without blowing up your computer). We'll cover simulating grains. Finally, I'll talk through my instancing process using rs proxies so the scene is fast to interact with and fast to render. 

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016a - Inflation Rendering

In this video I'll walk through my rendering techniques for the inflation rnd. 

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016 - Perfume Inflation

In this tutorial we'll talk about a variety of falloff techniques and also inflation techniques.

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016 - Perfume Inflation Teaser

In this tutorial we'll tackle a variety of inflation techiques and also talk through various falloffs and how we can build them.

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015 - Modeling the Perfume Bottle

In this tutorial we'll go over the modeling of the bottle. 

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015 - Perfume Bottle Teaser

In this new Patreon series we're going to dive into a series focused on a perfume bottle. The only reason I'm using a perfume bottle is to give us a fun hero shape we can use throughout the series. In the first part we'll do some procedural modeling and build the bottle. And in future parts we'll dive into different fx.

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014 - Animated Flower Assets

We'll tackle rigging, animating and simulating pre-existing flower assets. I find this is more common than making procedural flowers when doing client work, so, I thought I'd show my workflow for this. 

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014 - Animated Flower Assets Teaser

In this tutorial we'll tackle rigging, animating and simulating pre-existing flower assets.

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013c - Knitting Weave

In this video we'll tackle the final setup of the knitting series, the "weave on" effect. 

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013b - Knitting on flat and 3d surfaces

In this video we'll visit the techniques shown in the coverart. It's maybe the most classic/common knitting techniques out there. Lots of fun techniques!

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013a - Knitting a Flower

In this tutorial we'll cover the techniques of creating lines, extracting points with pscale and orients. We'll then create our own hooks, copy them onto the points and time offset them with a mops falloff.

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013 - Knitting a heart

In this tutorial we'll cover the techniques involved in cutting out a specific shape. Adding threads to that shape. Combining the treads to form one continuous thread. And finally, we'll use a falloff to reveal our threads.


EDIT: It's been a few weeks and someone has pointed out a small "error" where the sort "fix" that I did, didn't actually work. So, I've done it more manually using a attribute adjust float (I colored it purple in the attached hip file). 

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Knitting Trailer

In this series of tutorials we'll cover all things knitting. Knitting has quite a variety of looks and techniques involved. My hope is to tackle a few of these techniques so you have a good toolkit to approach any knitting project.   

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012 - Pyro Explosion - Pt.4 Render

In this fourth and final part we'll tackle all things rendering. 

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012 - Pyro Explosion - Pt. 3 Particles

In this shorter tutorial we'll cover the particle simulation and then turning that into confetti peices. 

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012 - Pyro Explosion - Pt. 2 Vellum

In this video we'll cover the Vellum aspect of our pyro explosion project.

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012 - Pyro Explosion - Pt.1 Smoke

In this first part of this series, we'll  create a smoke simulation using Houdini’s SOP level pyro solver. We’ll talk through using falloffs to affect our smoke. We'll also setup the font and talk about tips and tricks to get the font to work nicely.

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Pyro Explosion Teaser

In this tutorial series we’ll go through the progression to cover the entire shot. First, we’ll create a smoke simulation using Houdini’s SOP level pyro solver. We’ll talk through using falloffs to affect our smoke. In part 1 we’ll also talk through fonts in Houdini and some tips and tricks to get cleaner meshed fonts. In part 2 we’ll go through setting up our Vellum simulation. Cutting the geometry, welding the points and finally, tearing them apart using the smoke simulation. In part 3 we’ll use the same smoke simulation to advect some particles and attach some geometry to those points to look like confetti. Finally, in part 4 we’ll go through the render and to set up the entire scene for final render.

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Vellum Inflate - Purple edition (HIP FILE)

I had several people ask me how I made this render and it didn't feel like it needed a full step by step tutorial. Instead, I did a quick breakdown and thought I'd share the hip file. Let me know what you think of this format for simpler things like this, maybe a fun way to get more content out? 

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Happy New Year

Happy new year to everyone who is on my page!! I hope you and your families have an incredible 2023. I have a lot of awesome (I hope) content planned for the year ahead, I'm excited to share it with you all! 


This month's Patreon will come out soon, unfortunately I've been quite sick for a few weeks and haven't been able to record it yet. However, I'll upload both the setup and render on the 15th, so stay tuned. 


Thank you for all your continual support, I appreciate you all! Here's to another great year of Houdini Time! 

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011a - Christmas Landscape Rendering

In this video we'll tackle all the aspects of rendering our landscape scene. Lighting, materials, packed objects etc. 

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