Jump to content

johnCrief

Members
  • Content count

    22
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by johnCrief

  1. Exploring Houdini's SOP Solver

    If you click the link to the course: https://www.pluralsight.com/courses/houdini-exploring-sop-solver there is a preview course trailer video that explains more. Hope that helps.
  2. Just wanted to let everyone know that there is another new course on Pluralsight today. This time it's all about the solver SOP. Below is a bit of information. Hope you all enjoy! Exploring Houdini's SOP Solver by Kolt Wilson https://www.pluralsight.com/courses/houdini-exploring-sop-solver Course Description Houdini's SOP Solver is the industry standard procedural modeling tool. In this course, Exploring Houdini's SOP Solver, you'll learn how to create points, primitives, and vertices using vex. First, you'll explore some basic vector maths to allow you to have the knowledge and skills needed to create a wire growth solver. Next, you'll dive into using the Solver SOP and have the chance to learn several techniques via practical examples. Finally, you'll discover a setup that is built and has many applications. When you're finished with this course, you'll have developed several timeless, practical Houdini skills, and have the necessary knowledge to utilize those skills in practice. Software required: Houdini 16. About the Author Kolt Wilson is a designer and technical director freelancing in the northwest of the UK. Kolt began his career as a designer and 3D artist, where he focused on graphic and experiential design before making his way into commercials and film. Kolt has worked in the creative and motion/VFX industries for over 13 years and has been using Houdini, Cinema 4D, and Zbrush in recent years.
  3. Just letting everyone know that there is a yet another new Houdini course on Pluralsight. Please take the time to explore the new course by Framestore FX TD Timothy Stam, Procedural Cities with Houdini and Python. Course Link https://www.pluralsight.com/courses/houdini-python-procedural-cities About the Course In this course, you will learn how to tackle the problem of generating vast CG cities, making use of Python and various Houdini techniques, while maintaining artist control every step of the way. First, you will be introduced to Python itself, and where and how it can be used in Houdini. Next, you will learn how to populate a city plan with buildings of various types, block by block, and how to automate this using Python. Finally, Python is again used to do the heavy lifting on the skyline, building a tool that ensures artist control over the height of buildings. You will use Python to import files from disk, read from and write to files, keep track of what the set-up is doing, build node networks automatically and to develop the technology required to make this city generator work internally. By the end of this course, you will output a vast, automatically generated CG city, instanced upon a point cloud containing all the necessary attributes. With this knowledge, you can go big while keeping your memory footprint as small as possible. About the Author Timothy worked on the cities for the Yorktown sequence for Star Trek: Beyond, did a variety of FX on Pirates of The Caribbean: Dead Men Tell No Tales and has worked on a number of commercial projects, both doing FX and building procedural modeling tools. He studied Digital Effects at Bournemouth University and Game Art at the Utrecht School of Art & Technology and is currently an FX TD at Framestore, having worked as such before at MPC, Electric Theatre Collective and as a TD at Double Negative.
  4. I just wanted to invite you all to check out a new Houdini: Stereoscopic Fundamentals course by Andrew Kennedy on Pluralsight. Link to the Course https://www.pluralsight.com/courses/houdini-stereoscopic-fundamentals About the Course In this course, you'll learn the process of planning and rendering an action scene in 3D using Houdini. First, you'll explore the basics of working with stereoscopy and how to view stereo images. Next, you'll discover all the ins-and-outs of using the stereo camera rig in Houdini. Finally, you'll be guided through the rendering of a 3D shot from start to finish. When you're finished with this course, not only will you be proficient in working with stereoscopic rendering in Houdini, but you'll also have a set of real-world stereo production skills that you can bring to your own projects in the future. Software required: Houdini and Nuke. About the Author Andrew is a Technical Director at StereoD in Burbank, California. He specializes in merging art with technology to find creative solutions to problems. He has worked professionally in animation, visual effects, commercials, game development, and education. Andrew also serves as a remote instructor for visual effects and compositing at Purdue University in Indiana. His most recent work can be seen in Guardians of the Galaxy Vol. 2, Rogue One, and Doctor Strange. About Pluralsight Pluralsight has partnered with SideFX to make it easier for Visual Effects artists, game developers, animators, and 3D content creators like you to take your skill set to the next level. With over 150 hours of Houdini training from the world’s most knowledgeable authors, accurate skills assessments and other powerful learning tools, Pluralsight is redefining the learning landscape. --Cheers!
  5. Pluralsight is proud to offer three new courses... one covering intermediate level ocean shot development, a second covering the development of visual effects for Unreal Engine, and another covering the fundamental math concepts that are pivotal to working within Houdini. Below is a bit about each course and a link where you can check out the course overviews. Houdini: Intermediate Ocean FX by Andreas Giesen Link: www.pluralsight.com/courses/houdini-intermediate-ocean-fx In this course, you'll learn how to setup a procedural ocean and do a flip fluid simulation for a traveling boat in choppy waters. First, you'll discover how to use the ocean spectrum to create an infinite ocean. Next, you'll add the boat, do a flip simulation for a specific area with high detail, and add whitewater and mist. Finally, you'll extend the simulated area and set-up the shaders to render all the layers. When you're finished with this Houdini 16 course, you'll not only have an ocean rendered with a high detail fluid simulation, but you'll also have a workflow on how to master your own ocean and fluid challenges in the future. (Software required: Houdini 16.) Houdini VFX for Games by Andreas Glad Link: www.pluralsight.com/courses/houdini-vfx-games Have you ever sat down in Unreal Engine to create an effect, and not had a clue where to start? In this course, you'll start from the very beginning by creating the textures for your sprites. Next, you'll create debris in a way that allows you to use it repeatedly and uniquely. Finally, you'll add all the extras to really sell the effect, like decals, camera shake, and a shockwave. When you are finished with this course, not only will you have gained a deeper understanding of timing and the importance of telling a story with the effect, but you'll have planted the seed for future endeavors into proceduralism. (Software required: Houdini 15 and up, Photoshop and Unreal Engine 4.) Practical Houdini Math Tips by Beau Garcia Link: www.pluralsight.com/courses/houdini-practical-math-tips In this course, you will learn the math that drives Houdini effects production. First, you'll learn about Sines and Cosines. Next, you will explore the concept of Vectors. Finally, you'll finish the course learning about Matrices, Quaternions, Dot Products, and Cross Products. When you're finished with this Houdini course, you'll have a solid foundation in the math skills needed to produce high end visual effects. (Software required: Houdini 15 and up.) Thanks, and as always, I'd love to hear your feedback on these courses so we can continue to improve! Learn more about SideFX and Pluralsight: www.pluralsight.com/sidefx
  6. The Houdini 16 Fundamentals course is in production as I type! I am balancing recording it and managing the other Houdini courses on Pluralsight right now, but my estimate is that it will be available in the next month or so. Just so you know it's shaping up to be about 8 hrs. of training that starts with the very basics (GUI, navigation, basic concepts), but by the end covers an in-depth look at procedural modeling, rendering, and dynamics. I'll post it here the day it's ready to go. I also think we are going to do a special promo around Siggraph time where we might offer it for free for a bit! Stay tuned to odforce and pluralsight.com/sidefx for more news on that. --Cheers!
  7. Learning Paths Houdini experience

    Hello everyone! Yes. The Pluralsight Houdini 16 intro course will be called "Houdini 16 Fundamentals" and it is currently in progress now. I am actually taking a break from building out the assets for the course as I type this. Look for this course to hit the Pluralsight platform in the next month or so. --Cheers!
  8. Learning Paths Houdini experience

    badgerfx, The test over at Pluralsight needs some work, I'll admit. We are working on it, trying to improve the accuracy of the testing algorithm and the overall quality of the questions. We will be working directly with SideFX in the future to ensure that the tests are greatly improved.
  9. Maths Book for Houdini

    There is also a new course on pluralsight.com that addresses this: Practical Houdini Math Tips By Beau Garcia "This Houdini course will take the user over the fundamental math concepts that are pivotal to working within Houdini. Software required: Houdini 15." https://www.pluralsight.com/courses/houdini-practical-math-tips
  10. Learning Paths Houdini experience

    Hello, and welcome to the world of Houdini! Full disclosure... I currently work for a training company called Pluralsight as the Houdini Curriculum Manager... so of course I am more than a little biased about this, but you should look at Pluralsight's newest Houdini Skills Path: https://www.pluralsight.com/paths/getting-started-in-houdini. There are many free resources out there to get you going, and I even recommend starting with them to get your feet wet and to see if Houdini is going to be something you are seriously interested in. But once you are ready to really get rolling the Pluralsight platform offers several advantages to learning that other sources may not. For example, you can take a test to see where your current Houdini skills are, then we can point you to the exact level of learning that is right for you. We now have over 150 hours of Houdini training in over 50 courses covering Houdini right up to the current version, and we're adding more everyday. In addition, there is are several courses in the works right now that will cover the new features of the next release too. Pluralsight is also the only online training platform that is recognized by SideFX as a, "Certified Training Partner". We also offer mentoring, course discussion and support forums, self testing, and noted course files to work from and follow along with the instructor. Like I said, I am a little biased, but if you have any questions feel free to get a hold of me, I am happy to help if I can. I think you will find that to be the case throughout the entire odforce community, everyone is ready and willing to help, it's one thing that makes learning Houdini so great (the people)! -john m john-moncrief@pluralsight.com PS There is also a video on this page that explains a bit more about how the Skills Path technology works: https://learn.pluralsight.com/creative/sidefx
  11. Hello everyone, For anyone looking to get started in Houdini, or if you're just looking to update your existing Houdini core skills... Check out the Houdini: Core Skills path at Pluralsight. We've recently added a new feature to the skill path. The Houdini: Core Skills assessment is now available! This short assessment of your Houdini skills will allow you to start learning Houdini at just the right level of complexity. Based on your answers the assessment will point you to just the right spot in the path to start your learning, so you don't have to waste time taking courses and learning things you are already proficient at. Here is a quick overview of how the skill path, and the assessment work: -- Cheers!
  12. Just wanted to let you all know that Pluralsight has a new course on building digital assets. Below is a course description: Introduction to Houdini Digital Assets Creating and using digital assets is a key skill you'll want to have in your repertoire if you want to produce high-quality work. This course, Introduction to Houdini Digital Assets, will teach you how to create professional, usable assets for any production pipeline. First, you'll focus on working smart, not hard, and set up the best workflows and practices in order to be as efficient as possible. Next, you'll create, update, and refine the assets UI. Finally, you'll actually create your assets, and set them up for rendering. By the end of this course, you'll have the knowledge required to create high-quality, professional-looking digital assets. The course can be found here: https://www.pluralsight.com/courses/introduction-houdini-digital-assets-2499
  13. Just an update... there is a new tutorial out on the Pluralsight platform for learning Pyro. Course Title: Introduction to Houdini Pyro Course Description: Whether it's flame-breathing dragons or a simple campfire, digital fire effects are some of the most important elements in film and television, and a key skill for many VFX artists. In this course, Introduction to Houdini Pyro, you'll learn the fundamental concepts of Houdini's powerful Pyro Solver. First, you'll learn the shelf tools to get an initial simulation started and examine the individual parts that make up a Pyro simulation. Next, you'll learn how to use these building blocks to create your own campfire effect, adding additional complexity to the simulation as you explore different sourcing solutions and ways to modify the various fields that are part of the solver. Then, you'll adapt what you have learned to create a more complicated dragon breath effect, further exploring new sourcing methods and capabilities of the Pyro solver. Finally, you'll explore how to export your data and use the Pyro Shader to create photo-realistic Mantra renders of your fire. By the end of the course, you'll have a better understanding of the tools necessary to light anything imaginable on fire...digitally, of course. Course Link: https://www.pluralsight.com/courses/introduction-houdini-pyro-2504 About the author: Sam Rickles is a Lead FX Technical Director with Sony Pictures Imageworks. A six year veteran in the VFX industry, Sam works primarily with Houdini to achieve his effects. His work can be seen in seven feature films, including Hotel Transylvania 2, The Amazing Spider-Man 2, and Edge of Tomorrow.
  14. Just wanted to let you guys know, SideFX and Pluralsight have developed a new "Skill Path" on the Pluralsight platform. There's a specific list of courses for getting started and a test that helps you find out where you should start in the list if you already know some Houdini stuff but want to get better in certain areas. Check it out here: www.pluralsight.com/sidefx And there is a new course about designing VEX driven digital assets too: https://www.pluralsight.com/courses/houdini-designing-vex-driven-digital-assets It's a course by Jonathan Granskog... I met him at FMX this year, super smart guy and a great course. Check it out if you get the chance. -- Cheers!
  15. Learn VEX from Double Negative Senior FX TD Beau Garcia in a new Pluralsight course! Creating Custom Houdini Solvers with VEX Wrangles Often while working on high-end feature films, TV shows, or commercials, it is necessary to create completely procedural setups that are both robust and controllable. This new course, “Creating Custom Houdini Solvers with VEX Wrangles”, is designed to teach you techniques and workflows to help achieve exactly that. In this course, you will learn how to create sophisticated setups that are required to achieve a completely procedural sticky slime system. First, you will learn to utilize Wrangle nodes extensively with VEX scripting to create a dynamic Sticky Constraint Solver that will be the driving force behind the whole system. In addition to the Sticky Constraint Solver, you will learn how Wrangle nodes can be used inside a DOP Network to control a Position-Based Dynamics Solver, otherwise known as the Grain Solver. The course will also take you through how FLIP simulations can be used to complement the effect. By the end of this course, you'll have the practical skills to achieve robust, controllable and procedural setups for high-end Houdini VFX projects.
  16. Crowds in H15

    Great work Andreas! I just wanted to mention that Andreas will be presenting some work from this tutorial at FMX 2016. Swing by the Pluralsight booth (number 1.2) at 3:00 PM (15:00) on Wednesday and say hi!
  17. Pluralsight Creative is now offering 2 brand new learning paths for Houdini. Learning paths are a series of courses organized into levels for easier organization. That way you can start with the first course in level one and work your way through all of the courses and levels sequentially. How to get started in Houdini: http://www.digitaltutors.com/learningpath/44-How-to-Get-Started-in-Houdini The How to Get Started in Houdini learning path offers a step-by-step approach for artists who have never used Houdini before. This learning path is a more general approach to learning multiple aspects of the 3D pipeline within Houdini. Throughout the tutorials in this learning path you will walk through the fundamental aspects of modeling, materials, lighting, rendering, particles, fluids, rigid bodies, scripting and digital asset building. After completing this learning path you will have a solid understanding of the various aspects of Houdini. And Dynamics in Houdini: http://www.digitaltutors.com/learningpath/71-Dynamics-in-Houdini For Houdini artists wanting to learn how to take advantage of powerful dynamics capabilities, the Dynamics in Houdini learning path can help guide you through learning many of the tools available to you. By the end of this learning path you'll have a solid understanding of the DOP context within Houdini. This learning path is not intended to teach you the basics of moving around in Houdini. Instead, with the Dynamics in Houdini learning path you'll focus learning how the different dynamics engines work inside of Houdini. Enjoy!
  18. Hey everyone, just wanted to let you know that Pluralsight Creative (formerly Digital Tutors) is offering a newly designed, "Introduction to Houdini 15" course. It's a little over 7 hours and has about 45 lessons. You can check it out now for free through December. The promotion includes some more advanced courses in addition to the Intro to H15;Creating Custom Shaders in Houdini, Building FX Tools in Houdini, Image-Based Rigid Body Destruction in Houdini, and Advanced Rigid Body Dynamics using Proxy Objects in Houdini. Here is a course description and a link to the free promotion: Free through December: https://www.digitaltutors.com/promotion/houdini-15 Introduction to Houdini 15 Course Description: In this Houdini 15 tutorial, you’ll develop the skills you need to get up and running. You’ll get the most out of this course when you’re brand new to Houdini, but still have a basic understanding of general 3D concepts. We’ll start with the first time you ever launch Houdini and walk through creating an awesome effects shot. Along the way, you’ll learn some of the most powerful aspects of this node-based software such as the key concepts of the Houdini user interface, basic geometry manipulation and polygon modeling. We'll also explore how to import geometry, create custom user interfaces, apply materials and manipulate UVs. We’ll get our feet wet in each step of the pipeline, including modeling, animation, dynamics, lighting and rendering to construct a dramatic FX shot using rigid bodies and fractured geometry. By the end of this Houdini training, you’ll be able to dive into the other amazing Houdini content in our library with confidence. Thanks everyone and I hope you have a great weekend! -johnCrief
  19. how to visualize gas match field ?

    I realize that the last post to this thread was 2 years ago... But, I am confused... the help file for this node says in describing the parameters for the "Field" input: Also if you look in your details view there is a new field created with the name from the "Field" parameter. Any thoughts?
  20. Emit particles from dynamic fracturing (H12)

    Yes you are my friend, yes you are.
  21. H12 FLIP Pop Solver Collapsing

    Hello there everyone, My searching skills might not be the best, so I apologize if this is a problem others have already had. I have searched the forums (as best as I know how) and can't find anyone else having this issue, maybe you guys can help. I am using Houdini 12.0.638. I start with a default "Sculpted Fluid" and add a Pop solver to the second input of the Flip Solver (I am trying to emulate the setup of H11). I added a location and a curl noise to the Pop Solver just trying to get some initial motion into the sim. The fluid simply collapses after a few frames. If I remove the POP solver from the setup all seems to behave ok. I truly don't understand what I am doing wrong. It's probably something simple, but any help would be great. I have included a file with sticky notes to illustrate the issue as well as a video at this link: Vimeo Video of FLIP Collapse colapsing_flip_v01.hip
  22. Water fountain - any advice?

    Try playing with the settings for Speed Stretching and Filtering in the particlefluidsurface1 node of the particle_fluid. It might also help to lower your particle separation on the particlefluidobject1 in your AutoDopNetwork.This will give you a bit more resolution to play with when you start tweaking the Speed Stretching and Filtering. At first Speed Stretching might look kinda strange, but I am guessing the final render will have motion blur, that will help a ton with the look of the final simulation. Hope it helps.
×