Ciro Cardoso
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cirocardoso.bsky.social
Ciro Cardoso
@cirocardoso.bsky.social
Snr Generalist Freelance Artist @TheBlurStudio
Previous: Goodbye Kansas, Axis, RealtimeUK | Rebelway & Gnomon Instructor | Sharing tips and tricks
On the same topic of this root system, nothing is perfect, so at times I end up with splines intersecting the geo. Using a VDB to determine the inside\outside surface, I can manually set the distance or automatically average the P based on nearby points. Let me know if you would like to check this
December 5, 2025 at 2:31 PM
Solved the root intersection problem! My workflow now takes into account the radius/pscale for each point and gently pushes overlapping points away. Clean geometry, no more intersections. 🌱

#VEX #Houdini #procedural
December 4, 2025 at 2:59 PM
First pass done

#warhammer40000
December 2, 2025 at 8:01 PM
Now I can start my weekend. 😎
🚨NEW DOC ALERT🕹️

The Making of Disco Elysium - Part One: Foundations
www.youtube.com/watch?v=eH6m...

After over 18 months of research, interviews & editing our Disco Elysium series is here.

In this first episode we focus on the cultural and personal foundations of the world of Elysium.
The Making of Disco Elysium - Part One: Foundations
YouTube video by /noclip
www.youtube.com
November 28, 2025 at 6:58 PM
Reposted by Ciro Cardoso
🚨NEW DOC ALERT🕹️

The Making of Disco Elysium - Part One: Foundations
www.youtube.com/watch?v=eH6m...

After over 18 months of research, interviews & editing our Disco Elysium series is here.

In this first episode we focus on the cultural and personal foundations of the world of Elysium.
The Making of Disco Elysium - Part One: Foundations
YouTube video by /noclip
www.youtube.com
November 28, 2025 at 5:30 PM
Currently working on my root tool, and for the main branch, I want to add some secondary branches on top. This setup allows me to adjust the number of roots, individual scale and offset. Next is to detangle the intersections. I'm aware of the detangle node, but it isn't giving me the results I need
November 28, 2025 at 3:31 PM
New update

Branches now look way more natural since the older ones are bigger than the smaller ones closer to the tip. This style of growth is known as acropetal development, and it really improves the overall look.

#VEX #Houdini #SideFx
November 26, 2025 at 5:46 PM
Lazy Man VEX Control Version - just copying the same node 😅
And yes, I am back to working on my root tool.

#VEX #Houdini #SideFx #3d
November 26, 2025 at 3:28 PM
Sometimes knowing VEX makes you blind to simpler solutions 👀
Needed to select all the geo without UVs. Almost reached for VEX... then realised I could do it with just TWO nodes. This is your reminder: the 'best' solution isn't always the most complex one.

#Houdini #ProceduralModeling #3d
November 24, 2025 at 5:40 PM
Back to my #Houdini root tool and using @quixeltools.bsky.social Mixer to create some bespoke bark textures.

#3d #wip #lookdev
November 14, 2025 at 3:25 PM
Reposted by Ciro Cardoso
noclip's PAX Panel is at 5pm Today at Leaf Theater

Project updates, special guetsts and we're giving away a bunch of nonsense too.

See you there!
PSA: WE DID NOT USE AI IN OUR POSTER DESIGN

NOCLIP PAX WEST PANEL
SATURDAY @ 5PM
LEAF THEATER (ROOM 420) 🌿

-GIVEAWAYS
-ANNOUCEMENTS
-TRIVIA
-BANTER

SEE YOU THERE
August 30, 2025 at 3:50 PM
It has been a super busy week, but I managed to get back to my root-vine generator, optimize it a little bit more and adjust it so that I can use the Labs Tree Leaf Generator.

#houdini #vex #environment #3d #procedural
August 30, 2025 at 2:35 PM
#Houdini tip

If you want to switch automatically based on what is input into a switch node, you can use something as simple as this expression - npoints(0)==0 - basically, this will switch to input 1 if the input 0 has no points.
August 29, 2025 at 11:53 AM
I spent some time improving the scattering tool in #Houdini, focusing on collision detection. Then I wondered, what if instead of detecting collisions, we generated points in a way that they don't intersect at all?
August 11, 2025 at 10:56 AM
A brief snapshot of how it functions.
August 4, 2025 at 4:02 PM
Creating a root system and implementing an offset mechanism to guide the root upward, avoiding intersections with the geometry. Initial steps.
Let me know if you would like to see the full setup.

#VEX #Houdini #WIP
August 4, 2025 at 3:20 PM
Back to it. Tweaking the collision detection a bit more, using a threshold value to determine the level of overlap. Still need to run a few more tests to check if this is a good and efficient approach.

#houdini #dev #environment #wip #vex
July 26, 2025 at 5:47 PM
The #OSL shader called Complex Fresnel is incredibly useful, allowing you to obtain accurate values for various metals. I'm currently working with gold, and what you're seeing here reflects the physically accurate value. It's a fantastic starting point!
July 26, 2025 at 5:37 PM
The final network
July 26, 2025 at 5:36 PM
Adding some control for dirt and leaks
July 24, 2025 at 10:52 AM
Working on some #procedural materials in #houdini with Arnold.
You do need a PHD to use the Layer RGBA node in Arnold. 😅
July 24, 2025 at 10:47 AM
Had a thought in Houdini: what if you could convert the class attribute from a Connectivity node into letters? (0→A, 1→B, etc.)

Turns out a simple VEX snippet does the trick. It is a base-conversion from decimal to base-26. Not sure if it's the most efficient way, but hey, it works! 😅
#houdini #vex
July 9, 2025 at 4:05 PM
Back to materials with #Substance Designer. I am trying to recreate Pietra Serena.

#3d #texturing #wip #MadeWithSubstance
July 1, 2025 at 5:35 PM
Made a little bit more progress on this scatter tool. Now, not only you can paint an attribute, or even better you can use splines to add and remove areas.

#houdini #environmentart #wip
June 30, 2025 at 8:39 PM
When scattering grass over large areas, one trick I like is to squash grass allowing it to cover more ground without more instances. #houdini #environmentart
June 27, 2025 at 6:07 PM