Blog

1st July 2016 - We are very excited to announce we have started a new Innovate UK supported project "Total Capture" with Andy Serkis' Imaginarium Studios and CVSSP @ University of Surrey.

TOTAL CAPTURE is an eighteen-month applied research project to research, develop and demonstrate new ways for teams of creative professionals to create real-time animation collaboratively on set, using enhanced performance capture technologies, without the need for extensive technician support. The goal is to develop highly automated, easy-to-use technologies that put the emphasis back onto the creative process, reduce costs, and merge the present five stages of development, pre-production, production, post and distribution. The outcome is designed to support the creation of animated feature movies, TV, video games, visual effects applied to live performance in the theatre or concert venue, and streaming content for immersive virtual experiences and novel types of game.

The partnership brings together Europe’s leading performance capture studio (The Imaginarium), a specialist in physics engines for VFX and video games (Numerion Software) and a leading UK research centre specialising in advanced video and performance capture technology (University of Surrey).

June 14th 2016 - By Popular request we've prepared some Houdini examples of how to use Carbon Tets to simulate sliding and deforming character skin, with volume preservation. These examples are immediately available on request and will also be included in the next Carbon release.

Read more about skin deformation with Carbon Tets here.

 

3rd May 2016 - We have just released our third soft body node for the Carbon Houdini Plug-in.

Carbon Plumage is available now. This easy-to-use solution delivers interactive to real-time simulations of thousands of rigid and soft feathers. Carbon Plumage fully interacts  with all Carbon nodes, allowing to have multiple Plumages, Rigid Bodies, Cloths and Tetras  in the same simulation with full collision and realistic behavior! Additionally, users can grow and shrink feathers, animate material properties, and create feather laminations. Each individual  Plumage contains up to 3 base feathers, which can be interpolated with a simple paint map to generate a Plumage with thousands of unique feathers. The seamless integration into Houdini, paired with a variety of tutorials, allows beginners and experienced users to achieve great results in a matter of minutes. Similar to Carbon Cloth, Carbon Plumage can be used for its obvious purpose and also for scales or spines, or even foliage. Read more about Carbon Plumage here.

31st March 2016 - "Project Zero" was our second Innovate UK supported project, and once again we found ourselves in the world of fashion.
Building on the experience from the last project, we moved from simple fabrics to simple garments and then eventually complex garments.
Working hand in hand with fashion designers, render specialists and computer vision specialists, the goal was to evaluate the feasibility of using virtual representations of garments to

During the course of the project, we started working on our own garment stitching tool in Houdini, a pattern importer, and representation of seams and zippers. Although these are not finished products yet, we made good progress and plan to develop them further when funding allows. The main insight we gained from the project was that in order to reproduce a virtual garment replica that looked pretty much identical on, for example a catwalk, each and every individual piece needs to be as close to reality as possible. A small deviation in the garment design, avatar's body setup combined with a slightly different walk already makes a big difference. In addition to that, we learned that in most (complex) garments, the material properties of the fabric play only a minor role in the garment behaviour. The driving force is the structure of the garment, the way it is assembled with stitching and multiple layers.

 

January 29th 2016 - Celebrating another great movie release from DreamWorks Animation today – Kung Fu Panda 3.
Not a lot of clothing in this movie, but Panda's have fat arms and Carbon Cloth was used for pinch management between the arms and the body.