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Title:
Bouffon en rouge — René Maori & AI Renatus
Description:
A dark narrative chanson born from the atmosphere of the novel «Résiduum». A theatrical monologue of disillusionment, mask-wearing, and deliberate self-destruction — neither an angel nor a hero, merely a jester breaking through the staged decay.
Authors: René Maori & AI Renatus
Universe: Résiduum
Genre: French Chanson / Dark Cabaret / Narrative Noir
Thank you so much for taking the time to watch my short stories. I'd be grateful if you could give the video a thumbs up and a comment if you find any value in what I do. If you want to see more, don’t forget to subscribe if you're new to the channel.
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Or officially: these are short visual musings. Combining art, making, film, music, philosophy, animation and storytelling. About topics that move, interest or bug me. Sometimes small and sometimes big.
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☆ ABOUT ME
If you voted for Trump this video is not for you.
Let me repeat that: If you voted for Trump this video is NOT for you.
This is a recording of Coreyartus Imagery's twice-weekly livestream. I stream on Monday and Tuesday afternoons 1-4:00pm PDT (GMT-7) on Twitch: https://www.twitch.tv/coreyartus This particular stream was done on September 7, 2026.
I try to narrate my process as I progresses through my artwork. In the end, these images end up as prints, greeting cards, stationery, calendars and other merchandise.
All my work is done in Procreate on a 12.9" iPad Pro with an Apple Pencil. This recording features the development of a greeting card image.
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FLOPs (Floral Operators) is an open source set of HDAs centered around KineFX which simplify the generation and animation of high quality flora.
With preset recipes, it is easy to set up complex flower animations ready for render while being open for your custom changes. The toolkit plays well with standard Houdini nodes and allows you to inject and use custom attributes as needed.
Get FLOPs:
FLOPs builds on the ideas presented in my Blooming Flowers | Model, Rig, and Animate tutorial series.
Support on Patreon: https://www.patreon.com/dannylaursen
Chapters:
Support on Patreon: https://www.patreon.com/dannylaursen
In this part of the tutorial series, we will go over the workflow I use to build a flower based on photo reference using the setup that we have created over the past three tutorials.
We will lay out the setup in a way that makes it easier to navigate when moving back and forth between the various parts.
Additionally, we will talk about animation curves and vellum settings.
Finally, we will cache out the simulation and create a material for our petals and set up some lights for rendering in Karma.
Flower Animation Part 1: https://youtu.be/aUajIqvl6H4
These methods are a mix of things I have seen from John Kunz on Patreon, Entagma, and some things I figured out together with Simon Reher.
Resources:
Flower Projects | Paul Esteves | MucHUG
My KineFX notes on Notion:
My VEX notes on Notion:
Feel free to ask any questions or leave feedback in the comments. Would be happy to see any flowers people create.
Instagram - https://www.instagram.com/danlrsn/
Chapters:
Support on Patreon: https://www.patreon.com/dannylaursen
The quick answer for anyone just looking for "How to change OCIO config in Houdini" is:
This Houdini quick tip tutorial showcases different qualities of ACES and AgX color management when rendering in Houdini with Karma inside Solaris. Thanks to Magnus and Søren from Tumblehead for exploring this with me.
Troy Sobotka's AgX
Eary Chow's AgX
Skientia's blog page on AgX
Chris Brejon's chapter on AgX
Feel free to ask any questions or leave feedback in the comments.
Chapters:
Instagram - https://www.instagram.com/danlrsn/
Support on Patreon: https://www.patreon.com/dannylaursen
Flower Animation Part 1: https://youtu.be/aUajIqvl6H4
In the first two parts, we went over procedural modeling for a single petal, procedural rigging, and how to animate and deform a single petal. Then we distributed the single petal onto a phyllotaxis point setup and created a procedural animation system for the full flower.
In this part three of the Houdini flower tutorial series, we will make some final tweaks to this flower setup. The ultimate goal here is to add realistic flower petal detail and run the animation through a vellum simulation. This is the final part of setting up. You can use this setup to model flowers from reference or make up your own flower shapes.
Before getting to a vellum setup, we need to ensure that the flower is properly de-intersected, so no petals are overlapping.
Then I'll go over how KineFX motion clips can be used to sequence animations together, and I'll give a brief overview of my asset that does the same thing, only faster.
Once all of that is done, we will prepare the flower for the vellum simulation.
At the end, we'll do a few fixes and edits throughout the setup to finalize it.
In the next video, we will model a flower from reference using our now finished setup. Hopefully, we will also manage to shade and render using Karma and Solaris.
These methods are a mix of things I have seen from John Kunz on Patreon, Entagma, and some things I figured out together with Simon Reher.
Resources:
Flower Projects | Paul Esteves | MucHUG
My KineFX notes on Notion:
My VEX notes on Notion:
Feel free to ask any questions or leave feedback in the comments. Would be happy to see any flowers people create.
Instagram - https://www.instagram.com/danlrsn/
Chapters:
Support on Patreon: https://www.patreon.com/dannylaursen
This Houdini quick tip tutorial goes over the various options for controlling render time subdivision in Karma. We use the Solaris nodes Render Geometry Settings and Mesh Edit to control the type of subdivision and the quality. This allows you to control the "dicing quality" for each mesh separately which can be helpful when optimizing scenes where some objects may not need many subdivisions and others need more.
Feel free to ask any questions or leave feedback in the comments.
Chapters:
Instagram - https://www.instagram.com/danlrsn/
Support on Patreon: https://www.patreon.com/dannylaursen
Check out part one if you didn't already: https://youtu.be/aUajIqvl6H4
In this part two of the Houdini flower tutorial series, we will create a phyllotaxis point distribution setup and run a growth attribute through it.
After that, the orientations need to be right to get the flower looking like a flower. This will be done with some per-point matrix transformations.
That growth attribute drives a skeleton blend, blending between a flower bud pose and a bloomed flower pose.
At the end, we will go through how to bone deform a single petal onto a flower full of petals.
In the following parts of this series, we will go over preparing the setup for simulation in Vellum, doing some post-sim tweaks, and creating materials and rendering in Karma and Solaris. At some point after that, we will break down a photo reference of a flower and create an animation based on that.
These methods are a mix of things I have seen from John Kunz on Patreon, Entagma, and some things I figured out together with Simon Reher.
Resources:
Flower Garden | Carl Krause | Paris HIVE 2023
Flower Projects | Paul Esteves | MucHUG
My KineFX notes on Notion:
My VEX notes on Notion:
Feel free to ask any questions or leave feedback in the comments. Would be happy to see any flowers people create.
Instagram - https://www.instagram.com/danlrsn/
Chapters:
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