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Colin Wood

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+44 (0)29 2120 2882

 

Windswept: Abstract Leaves in Motion

Windswept: Abstract Leaves in Motion,” is a unique and captivating motion graphics piece that explores the beauty of abstract motion design in nature.
 
Created with the advanced simulation capabilities of Houdini, this piece brings abstract leaves to life in a mesmerizing dance that is both organic and otherworldly. The intricate movement of the leaves was carefully art-directed to create a dynamic and fluid visual experience that showcases the beauty of motion graphics and showcases th epower of the vellum solver in Houdini.
 
The lighting and rendering in Cinema 4D and Redshift add depth and richness to the piece, enhancing the details and bringing the abstract leaves to life with vibrant color and texture, while also incorpating technical attributes imported from Houdini such as age to add extra dynamic to the visuals.
 
At the heart of “Windswept: Abstract Leaves in Motion” is a dedication to pushing the limits of what is possible with the vellum solver in Houdini, while maintaining a strong artistic vision. The goal was to create hundreds of interacting sheets with fluid movement and collisions.

The base of the animation was constructed from 3 different simulations, each with slight variation in the motion to create visual interest throughout. Using various camera angles in the final animation helped mask what was happening under the hood, and create more appealing and abstract results. The first simulation was a simple noise force applied to the leaves in order to create a natural, flowing motion. The second used animation spheres to act as collision object to create so intersting patterns in the leaves, and the final also used spheres but instead used the velocity of the movement to drive the simulation so that the results looked more organic.

To push the vellum simulation (and the machines) as far as possible, thousands of colliding leaves were used in the process. This created it’s own problems in that geometry had to be low enough resolution to keep simulation times realistic. In the end simulation was done on low resolution geometry created with the remesh node, and the high resolution geometry with UV’s were used as a post-process using the point deform node. This also helped fixed interesections and collision issues that came with simulating such a high number of geometry.

 

A big contributing factor to the overlook and additional interst to the animation was the colour variation throughout. The power of Houdini and Vellum allows for harnassing attributes provided by the simulation to create extra visual appeal – in this instance, the variation in blue hues throughout was created using the Velocity attribute to calculate the speed of the motion, and driving the colour variation with the resulting colour.

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