Normal - HUD Motion Design

Procedural HUD design, animation and data visualization experiments using Houdini.

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HUD Design

I created the HUD array by scattering a single circle primitive onto a grid of points. Each clone was scaled independently using random pscale values, and the shapes themselves were created by lerping between 3 different vectors/coordinates stored in the initial circle. The grid points stored a lerp field which looked like the following:

lerp_field.gif
shapes.gif
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As the coordinates for the circle, triangle and square each came from primitives with the same number of points, the lerp was just a blend shape. Using the curveu gradient attribute generated along shape, I could generate sine waves of different frequencies.

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The rotation was just a simple frame*speed, but when multiplied by a random float attribute, I could get speed variation as well. Each of the 3 frequencies were merged together and offset in Y.

combined_shapes.gif

Using a load of stacked horizontal noises, I created a blast field to break up the shape scatter.

Blast attribute field

Blast attribute field

Blast result

Blast result

I generated a 3D glitch/noise map to displace the points of the “Normal” text. The colour attribute of the text was then transferred to the nearby points to influence emission in the shader.

glitch_field.gif
normal_glitch.gif
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Depth of Field

I used one of my Nuke tools to generate an airy disc/aperture texture for the bokeh, which I fed into the Redshift camera.

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Compositing

All I needed from 3D was the actual shapes and ID colours. I assembled all the gridlines and remapped the colours later, in comp.

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Stealth