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	<title>Erik van der Tier: 3D VFX TD, Tool developer</title>
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	<link>http://www.erikvandertier.com</link>
	<description>VFX in the low lands</description>
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		<title>TechnoCrane 50 Animation Tool</title>
		<link>http://www.erikvandertier.com/blog/houdini/technocrane-50-animation-tool/</link>
		<comments>http://www.erikvandertier.com/blog/houdini/technocrane-50-animation-tool/#comments</comments>
		<pubDate>Fri, 21 Oct 2011 15:31:08 +0000</pubDate>
		<dc:creator>eriktier</dc:creator>
				<category><![CDATA[Animation tools]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[camera]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[fx]]></category>
		<category><![CDATA[HDA]]></category>
		<category><![CDATA[tool]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=932</guid>
		<description><![CDATA[Here&#8217;s a quick update. As part of my involvement in FOHR (webpage, facebook), I&#8217;ve developed a TechnoCrane 50. This will be used for creating the animatic of a teaser shot that&#8217;s under development. The animation rig is based on the actual specs of the real TechnoCrane 50. It can automatically limit rotations and the extension of [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Longest break in the history of this blog ending</title>
		<link>http://www.erikvandertier.com/blog/longest-break-in-the-history-of-this-blog-ending/</link>
		<comments>http://www.erikvandertier.com/blog/longest-break-in-the-history-of-this-blog-ending/#comments</comments>
		<pubDate>Fri, 23 Sep 2011 18:39:20 +0000</pubDate>
		<dc:creator>eriktier</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[collaborative]]></category>
		<category><![CDATA[fx]]></category>
		<category><![CDATA[HDA]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[scripting]]></category>
		<category><![CDATA[tool]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=928</guid>
		<description><![CDATA[Hi, I&#8217;ve had some &#8216;short&#8217; break before where I didn&#8217;t get to updating the blog for a few weeks or so. This time it has been months since my last update. This doesn&#8217;t mean I haven&#8217;t been doing anything though. In fact, I&#8217;ve been really busy doing some really cool stuff. I&#8217;ve been working on [...]]]></description>
		<wfw:commentRss>http://www.erikvandertier.com/blog/longest-break-in-the-history-of-this-blog-ending/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Collaborative music video project: &#8216;Dog morph&#8217;, Dust FX (Erik van der Tier)</title>
		<link>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-dust-fx-erik-van-der-tier/</link>
		<comments>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-dust-fx-erik-van-der-tier/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 15:13:15 +0000</pubDate>
		<dc:creator>eriktier</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Dust]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[collaborative]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[mantra]]></category>
		<category><![CDATA[multi-pass]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[pyro]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[sim]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=903</guid>
		<description><![CDATA[In this project, I had the pleasure to contribute dust effects. This is something, I&#8217;d wanted to do since I watched breakdowns of loads of dust fx for &#8216;Prince of Persia&#8217;. So, I was really happy when Marijn asked me to work on this shot. As a refresher, I&#8217;ve included the final graded shot below: [...]]]></description>
		<wfw:commentRss>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-dust-fx-erik-van-der-tier/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Collaborative music video project: &#8216;Dog morph&#8217;, CG Car (Richard Levene)</title>
		<link>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-car-anim-and-render-richard-levene/</link>
		<comments>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-car-anim-and-render-richard-levene/#comments</comments>
		<pubDate>Mon, 11 Apr 2011 08:04:00 +0000</pubDate>
		<dc:creator>eriktier</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Dust]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[collaborative]]></category>
		<category><![CDATA[fx]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[multi-pass]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[vfx]]></category>
		<category><![CDATA[Vray]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=881</guid>
		<description><![CDATA[Introduction I (ed: Richard Levene) am Director of Creative/Technical Operations at Recom Farmhouse (http://www.recomfarmhouse.com) where I have been working for almost 4 years. Many of our jobs have been for car clients and I have produced many car renders over the years. Guess this is why my friend Marijn (vfx sup.) thought of me when it came [...]]]></description>
		<wfw:commentRss>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-car-anim-and-render-richard-levene/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Collaborative music video project: &#8216;Dog morph&#8217;, Overview (Marijn Eken)</title>
		<link>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-overview-marijn-eken/</link>
		<comments>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-overview-marijn-eken/#comments</comments>
		<pubDate>Tue, 29 Mar 2011 08:08:53 +0000</pubDate>
		<dc:creator>Marijn Eken</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Dust]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[camera mapping]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[collaborative]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[fx]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[mantra]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mental ray]]></category>
		<category><![CDATA[multi-pass]]></category>
		<category><![CDATA[Music Video]]></category>
		<category><![CDATA[nuke]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[project]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[stabilization]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=859</guid>
		<description><![CDATA[Erik is letting me, Marijn Eken, write a guest post on his blog to introduce a series of posts about a music video we collaborated on.The music video was for the official song of the 2011 Asian Cup, by Jay Sean. You can see the completed video here. Jay Sean feat. Karl Wolf &#8211; Yalla [...]]]></description>
		<wfw:commentRss>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-overview-marijn-eken/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Collaborative music video project: &#8216;Dog morph&#8217;, intro</title>
		<link>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-intro/</link>
		<comments>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-intro/#comments</comments>
		<pubDate>Tue, 29 Mar 2011 07:54:51 +0000</pubDate>
		<dc:creator>eriktier</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Dust]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[collaborative]]></category>
		<category><![CDATA[distributed]]></category>
		<category><![CDATA[fx]]></category>
		<category><![CDATA[project]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=871</guid>
		<description><![CDATA[Quite a while ago, I posted a short article: AFC Asian Cup Song: &#8216;dog morph&#8217; shot. In this post I mentioned that a breakdown would follow featuring guest posts from the members of the team that created the shot. Well, it&#8217;s time to follow up on that promise. The first post in this little &#8216;series&#8217; [...]]]></description>
		<wfw:commentRss>http://www.erikvandertier.com/blog/collaborative-music-video-project-dog-morph-intro/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>‘Derezzing’ a crashing light cycle, part 6: explosion fragments &amp; fluids</title>
		<link>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-6-explosion-fragments-fluids/</link>
		<comments>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-6-explosion-fragments-fluids/#comments</comments>
		<pubDate>Fri, 18 Mar 2011 15:21:48 +0000</pubDate>
		<dc:creator>eriktier</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Tron FX]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[fx]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[SideFX]]></category>
		<category><![CDATA[sim]]></category>
		<category><![CDATA[Tron]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=849</guid>
		<description><![CDATA[It&#8217;s time for another update on the explosion. It&#8217;s been silent for a while now, as I&#8217;ve been working on some other stuff while running simulations and renders in the background. As a side note: I&#8217;m really pleased with the way HQueue is working on my little farm. It makes simulations and renders much easier [...]]]></description>
		<wfw:commentRss>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-6-explosion-fragments-fluids/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		</item>
		<item>
		<title>‘Derezzing’ a crashing light cycle, part 5: explosion anim and sim</title>
		<link>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-5-explosion-anim-and-sim/</link>
		<comments>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-5-explosion-anim-and-sim/#comments</comments>
		<pubDate>Fri, 18 Feb 2011 10:02:20 +0000</pubDate>
		<dc:creator>eriktier</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Tron FX]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[fx]]></category>
		<category><![CDATA[fxPHD]]></category>
		<category><![CDATA[HDA]]></category>
		<category><![CDATA[multi-pass]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rigid-body]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[SideFX]]></category>
		<category><![CDATA[sim]]></category>
		<category><![CDATA[tool]]></category>
		<category><![CDATA[Tron]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=833</guid>
		<description><![CDATA[Now the exhaust wall stuff is done and made into a tool, attention has shifted back to the explosion animation and simulation. By now all the major systems for animating and hand-over to simulation are in place. Let me start by showing you a test animation for that I&#8217;ve rendered out. I did a very [...]]]></description>
		<wfw:commentRss>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-5-explosion-anim-and-sim/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>‘Derezzing’ a crashing light cycle, part 4b: ExhaustWall Tool</title>
		<link>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-4b-exhaustwall-tool/</link>
		<comments>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-4b-exhaustwall-tool/#comments</comments>
		<pubDate>Sat, 29 Jan 2011 22:17:13 +0000</pubDate>
		<dc:creator>eriktier</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Tron FX]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[displacement]]></category>
		<category><![CDATA[fx]]></category>
		<category><![CDATA[HDA]]></category>
		<category><![CDATA[mantra]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[tool]]></category>
		<category><![CDATA[Tron]]></category>
		<category><![CDATA[vex]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=783</guid>
		<description><![CDATA[Here&#8217;s another update on the &#8216;exhaust wall&#8217; part of the &#8216;derezzing&#8217; sequence. As I was getting the exhaust wall network up to a level I was satisfied with, I figured, why not make it a tool and apply it to the red bike easily. That seemed like a jolly good idea, so I quickly got [...]]]></description>
		<wfw:commentRss>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-4b-exhaustwall-tool/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="http://www.erikvandertier.com/DVFX/wp-content/uploads/2011/01/ExhaustWallTestHDA_V01.mp4" length="3560604" type="video/mp4" />
		</item>
		<item>
		<title>‘Derezzing’ a crashing light cycle, part 4a: animation &amp; first wall render</title>
		<link>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-4a-animation-wall-render/</link>
		<comments>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-4a-animation-wall-render/#comments</comments>
		<pubDate>Fri, 21 Jan 2011 00:51:24 +0000</pubDate>
		<dc:creator>eriktier</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Tron FX]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[displacement]]></category>
		<category><![CDATA[fx]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[Tron]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://www.erikvandertier.com/?p=778</guid>
		<description><![CDATA[I just found a nice first few frames dropping out of a first test render for my new exhaust wall shader: Note that this is straight out of the render, no comp work done it at all, not even applying the fresnel pass to tone down reflections a bit, no blurs, etc. It does nicely [...]]]></description>
		<wfw:commentRss>http://www.erikvandertier.com/blog/houdini/derezzing-a-crashing-light-cycle-part-4a-animation-wall-render/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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