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jordibares

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Everything posted by jordibares

  1. Rendering Scene to another computer ?

    Agree, GridMarkets service is really really good and their plugin, IMHO, is great.
  2. Simulating Plant Life: Approaching realism

    It is really really good, I wish the wind did affect the trunk to be able to judge the animation though... as it is the lack of movement in the main trunk is very distracting but I can tell it is going to look fantastic once finished.
  3. Perspective Match

    It is called Three point perspective and you can find how it is done here https://www.math.utah.edu/~treiberg/Perspect/Perspect.htm and I think this is also useful
  4. Finally it's out!!! https://www.youtube.com/watch?v=KfaSxIkLslE [www.youtube.com] https://www.framestore.com/news/paddington-ms [www.framestore.com] A long journey, lots of artists involved and excruciating detail to be honest with such an amazing character. A lot of Houdini for all the VFX as you can imagine. I hope you like it!
  5. WIP - ok++'s softbodies RnD + .hip files

    Very creative solutions, thank you for the generous sharing.
  6. OBJ Import Material Links

    I wish Houdini's OBJ + MTL support was as good as Keyshot... truly comfortable import workflow... and surely will pay of in the current world we live where we buy lots of asset from Turbosquid and the likes.
  7. Senior Lighting TD at Framestore

    We are looking for Senior Houdini Lighting TDs to start on the 3rd of July, if you are interested make sure you visit our website and apply, some crazy cool projects going on right now!!! https://chk.tbe.taleo.net/chk01/ats/careers/searchResults.jsp?org=FRAMESTORE&cws=39
  8. Senior Lighting TD at Framestore

    PLEASE WRITE DIRECTLY TO emma.leroy@framestore.com AS THERE IS NO JOB DESCRIPTION THERE YET... THIS ONE IS VERY URGENT.
  9. qLib- anyone using it?

    I have been using it solidly for 4 years to the point of becoming the backbone of the pipeline so I highly recommend it, great insights and good practice... highly recommend it.
  10. I am experiencing a behaviour when using object merge that is driving me mad… ok, here it goes… hopefully will be clear I have a car, 1 body and 4 wheels. All 5 elements are separate objects and I apply the materials at OBJ level too by drag&drop. But then I want to "collect" those objects so I can manipulate them as one when I object merge the OBJ the material is lost… it only works if I put a material node at SOP level which is not what I want. I am viewport century and the whole point of drag&drop at OBJ level seems to be lost. My question is… am I missing something or is this by design not possible? I already have a few workarounds but I just would like to know if this is possible. thanks in advance.
  11. Dop impact data

    Nice tutorial Atom... very comprehensive.... I would like to ask you if you think it would make sense use the Voronoi Fracture Points to fracture based on the impact... I have been using it and although a bit cumbersome to decipher the truth is that gave me quite an organic look to it... Thanks again
  12. Dop impact data

    I can only guess as I am new to it that is the object ID for the object that is colliding (creating the impact)... This certainly should be material for a masterclass, get's really deep quickly and it is hard to build a mental picture of it.\
  13. Dop impact data

    This may help you point in the right direction
  14. Is this last scene available somewhere? thanks
  15. GeoJSON Importer

    Very generous of you... looks great and knowing how obscure and convoluted GIS is this surely wlll be a great asset. Thanks... I hope I have a bit of time to play with geospatial data soon. Any resource you recommend to get some sample data? thanks
  16. Impact Glue interaction

    I am struggling to architect what I have in mind and it may be quite simple but... somehow I just don't get how to connect the dots. Attached is a file with a fractured sphere (thin shell) and a small obstacle inside moving fast, I want to break/weaken the glue constraint based on the impact data (may be after a certain force of impact. At the moment the sphere gets moved around by the obstacle, instead the sphere should break on contact with the bullet, but not against the floor. Thanks in advance. PS. All the elements inside the attached scene are using the shelf tools, specially confusing is the ImpactAnalysis. impact_glue_interaction.hip
  17. Impact Glue interaction

    Thanks vtrvtr and georgeivan... seems obvious now although it is hard to structure it at first... I guess I can query the object that caused the impact and decide if I want break or weaken the glue constraint... So much to learn... thanks once again.
  18. H&M Making of

    I just finished in Xmas the article on my blog on the H&M job where we used a curious combination of Houdini, Maya and Softimage and different techniques that hopefully are interesting. http://www.jordibares.com/2016_08_09/hm-theroadtrip/
  19. I guess in time I will show you guys what I am working on... ;-) Stay tuned.
  20. Skin Slide Deformer

    Awsome Iskander... it is true that age has a huge impact on skin flexibility, tangential strength and how difficult is for the skin to recover its form. I guess I will see that for myself in in the future... ;-)
  21. Which Linux For Houdini?

    If you deal with Flame people your admin guys will love to stay in CentOS given is part of the same distribution and therefore pretty much the same to maintain. my 2 cents
  22. HDR Light Studio?

    I use it regularly, from concept test renders, product (specially still photography is a must) shots and blocking out lighting.. very nice indeed.
  23. Skin Slide Deformer

    Careful with these mistaken effects, skin is a *lot* stiffer and heavier than people think, there is barely any sliding whatsoever. What really happens is that the muscles underneath stretch and compress and move around, then the skin does adapt to those bulges and crevices without barely any sliding. If you want to test it by yourself try going to a butcher and let you feel the skin of a lamb, camel, cow or or other animal that has been killed recently, quite a realisation i had to that respect. Hope it helps.
  24. Mid/Senior Houdini Artist (Full Time)

    Mid/Senior Houdini Generalist Glassworks London are currently looking for an experienced Mid/Senior Houdini Generalist to join their team. This is an opportunity for somone with a broad range of skills that relishes the challenge of covering most aspects of the 3d pipeline to a high level. Responsibilities: - Quite simple really; produce great work, work well with other people. Essential Skills and Experience: - Demonstrable experience in creating high-end VFX work using Houdini. - Ability to produce photoreal work using Mantra, Arnold and/or Redshift. - Flexible approach to finding creative solutions, not always by the book. - Ability to work in a high pressured and evolving environment whilst still delivering top quality results. Bonus experience: - On-set experience a plus. - Maya experience a plus - Scripting/Programming experience a plus. If you are interested in being considered, please send your reel and CV to 3D.jobs@glassworks.co.uk with Houdini Mid/Senior as the subject.
  25. Houdini 16 Wishlist

    I love the fact they promote the artist to see the character, not it's controls, I love the fact they aim to evaluate the whole thing so you can see reflections which is a car is critical... What I take from it is that having a solid viewport display that does 90% of the job will make our look dev, animation, prerviz, layout, modelling for non-vdx work really much better and knowing SideFX is working on that (as stated on their videos) makes me very very happy indeed. The whole USD seems to be truly scalable... amazing effort Pixar has done.
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