Timucin Ozger FX TD

tim.fxtd@timucinozger.com

CG Supervisor / Lead. FX TD

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    Quasar Conflict
    Timucin Ozger
    • Jan 15
    • 1 min

    Quasar Conflict

    Latest Tutorial started to take shape #studiooriented #pyro #houdini #tutorial #quasarconflict This is coming along, raw renders, still got tons of work to do so WIP
    153 views0 comments
    Elite Fallen is OUT !!!
    Timucin Ozger
    • Oct 27, 2019
    • 1 min

    Elite Fallen is OUT !!!

    Elite Fallen is finally OUT, Learn how to procedurally create Cities, and render them efficiently using REDSHIFT!!! Here is a link to the Tutorial PAGE https://www.timucinozger.com/elitefallen #Houdini #vex #wrangle
    306 views0 comments
    My Latest Reel 2016
    Timucin Ozger
    • Jan 22, 2017
    • 1 min

    My Latest Reel 2016

    Reel 2016 The Ambition - The Platige X-Men Apocalypse - MPC Goosebumps - MPC The Expendables 3 - WWFX Hercules 3d - WWFX Some RnD #Houdini #vex #wrangle
    207 views0 comments
    Timucin Ozger
    • Jul 24, 2015
    • 1 min

    Using secondary inputs on an wrangle SOP

    @P = point(@OpInput2,"P",@ptnum); or also @P = point(1,"P",@ptnum); @P.y = point(@OpInput2,"test",@ptnum); @P = point("op:../box3","P",@ptnum); #vex #wrangle #Houdini
    2,722 views0 comments
    Timucin Ozger
    • Jul 24, 2015
    • 1 min

    Noise with Vex

    vector freq = {1,1,1}; vector offset = {0,0,0}; float amp = 0; int turb = 5; float rough = 0.5; float atten = 1; onoise(@P*freq - offset, turb, rough, atten) * amp snoise(@P*freq - offset, turb, rough, atten) * amp anoise(@P*freq - offset, turb, rough, atten) * amp vop_correctperlinNoiseVF(@P*freq - offset, turb, rough, atten) * amp vop_correctperlinNoiseVV(@P*freq - offset, turb, rough, atten) * amp vop_simplexNoiseVF(@P*freq - offset, turb, rough, atten) * amp vop_si
    2,412 views0 comments
    Timucin Ozger
    • Jul 24, 2015
    • 1 min

    Packed prim Scale in VEX

    float scale = chf("scale"); matrix3 trn = primintrinsic(0, "transform", @primnum); matrix scalem = maketransform(0, 0, {0,0,0}, {0,0,0}, scale, @P); trn *= matrix3(scalem); setprimintrinsic(0, "transform", @primnum, trn); #wrangle #Houdini
    1,615 views0 comments
    Timucin Ozger
    • Jul 24, 2015
    • 1 min

    For Loop in VEX

    For Loop for( int i=0; i<10; i++ ){ int pp = addpoint(geoself(), set(0,i,0) ); } #Houdini #wrangle
    4,503 views0 comments