Saman Khorram

Directing and executing animation project.

  • Previz

  • Stadium Crowd

  • Cloth Simulation

  • Mech Rig

  • Character Rig

  • Groom

  • Rig & Animate

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    WORKS
    Maya to Houdini, an alembic workflow in a short film project I used
    04:49

    Maya to Houdini, an alembic workflow in a short film project I used

    It demonstrates some tips to use Alembic to transfer Maya scenes to Houdini. In the maya scene, we have character animation, some books (Maya rigid body), and a room. we transfer all of them to Houdini for shading, lighting and rendering purpose.If we consider naming and keeping objects hierarchy consistent in every animated shot then this workflow is very efficient for finalizing and rendering shots in Houdini. you will setup once and use the same setup for other shots. this transferring setup can be done even earlier than completing the animation or alongside the animation process by another person. #Maya #Houdiniwork #samankhorram.com
    I created and rendered this stadium crowd in Houdini.
    04:05

    I created and rendered this stadium crowd in Houdini.

    #crowd #Houdiniwork #samankhorram.com Stadium crowd simulation, render, delivery.
    Houdini : Making Building construction, folding animation.
    05:35

    Houdini : Making Building construction, folding animation.

    Almost all parts of each asset is created in low level to be able manipulate their animation further easier and more procedural. This effect is created for Ashenaye Aval project. #Houdini #Houdinieffect #samankhorram.com
    Houdini 16:  Create a render of 17,800,000,000 Poly flowers in 3 minutes and 14 seconds!
    04:58

    Houdini 16: Create a render of 17,800,000,000 Poly flowers in 3 minutes and 14 seconds!

    For this test render I had 10 rose flower models, each flower 17600 to 17800 polygons. At the first by using a scatter-node I have 20k copies of these flowers on the field, near 360 million polygons, in IPR I get a very fast response, enough for lighting setup, and look development purpose. For final test render I increased the number of flowers from 20k to 1 million,(in the video it is reported 5x more by mistake, actually it is 50x more), so basically now we deal with 17 billion and 800 millions polygons in the scene to render. Final resolution Full-HD 1080, min/max samples=64/128. All these setups are enough to use all power of the GPU and VRAM. and amazingly it took only 3 minutes and 14 seconds. to render the entire scene. In another test which I hadn't chance to capture, with Global Illumination turned on for both primary and secondary rays it took near 6 minutes to render the entire scene. #Houdini #effect #samankhorram.com
    Maya, Redshift, Nuke Tutorial: Two usage of Depth AOV, ZDefocus and Mask
    06:39

    Maya, Redshift, Nuke Tutorial: Two usage of Depth AOV, ZDefocus and Mask

    #modelpackage #samankhorram.com Rendered version: https://youtu.be/rkgQ5q-_rSE
    MAYA RIGGING: using MGEAR for body and basic facial rig
    47:04

    MAYA RIGGING: using MGEAR for body and basic facial rig

    Mgear (3.0.5): https://github.com/mgear-dev/mgear_dist/releases *maya 2018 is used. --------------------------------------------------------------------------------------------------------------------------------------------- #3dmodel #3dcharacter #riggedcharacter #modeling #rigging #mgear #maya #devil #fantasycharacter #bipedcharacter #3Dcharacterfordownload #downloadriggingcharacter #skintutorial #riggingtutorial
    full process of creating Dynamic and manual controllers for polygonal Hair,  using Maya and Houdini
    01:03:35

    full process of creating Dynamic and manual controllers for polygonal Hair, using Maya and Houdini

    Covering a technique I am using to make polygonal hairs of a character have dynamic movement plus manual controllers and a blender to switch between these two systems. Basically I am taking these videos in most just to have a record for future reference and to not forget what methods I used. -------------------------------- In wire deformer command add -dds (dropofDistance) to a higher value like 100,..when character goes way too far from origin wire deformer behaves strangler..it helps for that case. however at any points you can select all wires modifiers and change that parameter. ------------------------------------- #Houdini #Maya #Hair #Dynamic #polyHair
    3D animated template: Calendar with fly pages, Special day reminder.
    06:06

    3D animated template: Calendar with fly pages, Special day reminder.

    #modelpackage #samankhorram.com
    I created this digital city in Houdini
    02:54

    I created this digital city in Houdini

    ​#Houdini #effect #samankhorram.com Software: Houdini for making the city, custom scatter system, lighting and rendering. Maya: for modeling and texturing of buildings.

    © 2019 by Saman Khorram