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SimSOM Pre-Alpha II

Posted in Appliactions, SimSOM on November 12th, 2011 by Georges

This is a follow up on my previous post (SimSOM Pre-Alpha I), so these videos are my second demos iteration. Comparing to the first demos, I introduced many improvements (especially to speed and stability) and new functionalities.

To visit the first post please follow this link SimSOM Pre-Alpha I.

Next are the new second iteration demos, demonstrating some of the functionalities upto this point.

To see the videos directly on Youtube or Vimeo please follow the links below:
SimSOM Pre-Alpha II on Youtube
SimSOM Pre-Alpha II on Vimeo

Column Break

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Particles: 130515
Substeps: 5
Sim Time: 3 minutes 50 seconds (without the meshing)
Frames: 135
The meshing is done using Houdini’s Particle Fluid Surfacer.

click on Read more to see the rest of the demos.

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SimSOM Pre-Alpha I

Posted in Appliactions, SimSOM on October 3rd, 2011 by Georges

It has been a while I wanted to post some demos of the multi-physics simulator I am working on, and it is until now that I got some time to actually do it.

It is called SimSOM, I was searching for a name when sesame seeds came into my mind because of their particly nature, and in my Lebanese mother tongue sesame seeds are called simsom, then I thought: Hey! “SimSOM” could be “Simulating States of Matter” and the name SimSOM was born.

It is still far from done, and there are tons of ideas fighting in my head to implement, but I already managed to get many parts done or partially done, and I am moving forward, slowly but surely – depending on the amount of free time that I can get.

It is basically an independnt library, Multiplatform and application independant, it can be easily implemented for any 3D app. My current implementation is for Houdini using its HDK, and all the demos are realized using it.

I coded everything from scratch, based on many papers, publications and algorithms that I improved on myself.

At this point it is still a work in progress, parts of it are done, parts are not yet written, and other parts are to be modified, updated, or even re-written, to meet all the ideas I have in my head.

Next are a few demos, demonstrating some of the functionalities upto this point.
I will be making more posts and updates along the way, it’s going to be great!

click on Read more to see the demos.

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Houdini – Building Generation

Posted in tutorials on October 13th, 2010 by Georges

This is my second video course of the series of Houdini tutorials, in which I will be talking about city generation. In this video I am going to teach you how to create a PROCEDURAL CUSTOMIZABLE building.

Introduction
Buying expensive software to generate cities? Well now you can create buildings right inside of Houdini. Do this interactively and customize the buildings via Assets for new and unique structures. This video will teach you how to create a PROCEDURAL and CUSTOMIZABLE building. Not only you will have the option to change the pre-existing set of parameters, but most importantly you can yourself create, remove or modify the assets which are the actual bricks that constitute the building, ranging from doors to balconies to anything you can think of, they will be directly taken into account and parameters automatically created for them, So that you will be able to modify the general building parameters and the parameters for YOUR assets as well, to customize even more the result you have. You can even build asset libraries and with a few clicks switch from one library to another to get a whole new result. If you’re going to be in this industry…this is the video that you want in your library.

click on Read more for the details and the link to buy.

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Houdini – Regional Procedural City Skeletons

Posted in tutorials on May 10th, 2010 by Georges


This is my first in a series of Houdini tutorials, in which I will be talking about city generation. In this video we are going to be Generating Regional Procedural City Skeletons using Real GPS Data.
Generating cities or street level data previously would take weeks or months and a team of artists, with this method and based on real life data, one artist will be able to generate realistic city skeletons in a very short time.

You need Flash player 8+ and JavaScript enabled to view this video.

click on Read more for the details and the link to buy.

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Houdini – Empowering Digital Assets with PYTHON

Posted in tutorials on January 27th, 2010 by Georges

Empowering Digital Assets with Python

This is my latest Houdini tutorial, in collaboration with cmiVFX. As the title says, in this video I talk about python in Houdini in general and about taking the digital assets to a next level by empowering them with Python. the example I will be working on is a Rubik’s cube rig, a fully functional animatable rig. The Rubik’s cube rig subject has made its way many times into forums, and many competitions were made about it, so after doing my Rubik’s rig for Maya here’s an explained Houdini version, so it’s a very nice brick to add to your video tutorials library!

click on the cmiVFX logo to visit the product page for more details and how to buy.

cmiVFX

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