Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

ethervoid

Members
  • Content count

    13
  • Joined

  • Last visited

Community Reputation

0 Neutral

About ethervoid

  • Rank
    Peon

Personal Information

  • Name William

Recent Profile Visitors

1,892 profile views
  1. Thanks everybody, i went back to basics and am following the 3dbuzz tutorials, i'm enjoying their classroom approach with white board style explaining. Cheers and happy hollidays!
  2. Thanks, will continue to look. Btw, anybody knows/remembers any tutorial/worskshop where they show a full development of an asset or work on a shot from beginning to end in Houdini? So far have only seen very particular (no pun intended) tutorials like "this is the rbd system","these are flip fluids" etc. but never in context of a real production shot. Thanks
  3. I meant average 3d work as in a general day-to-day tasks program, in a sense of not going to use it for a high-end super massive fluid sim for the latest blockbuster or work for a top vfx studio. Basically how can even i, an average joe with generalist work to do, benefit from its unique way of working. Thanks for the suggestions
  4. Hi. I've been looking forever for some kind of tutorial, demo, reel that can show me the real potentiality of Houdini taken to the point where you could say it is ideal for doing a certain shot, or in my personal case, something that i could say "shut up and take my money" . So far i've watched 3Dbuzz's, various Peter Quinn's ones, and although they are good tutorials, i haven't really got any sense of how powerful Houdini can be with its proceduralism and the famous flexibility handling sims. The examples i've seen of modeling bridges or what not, although nifty and "logical" like i enjoy, feel a bit redundant for a generalist like myself. With the time i take to prepare a network for modeling a bridge using a procedural approach, i've already used an extrude on a shape over a spline and added detail. Sure, changes may have to happen later but again, for a one man show not in high end studios and with a decent pre-production and planning, it seems to actually take more time and effort than doing it in other 3d programs in a traditional modelling sense. That's my newbie feeling so far, and i know i'm wrong and only seeing the tip of the iceberg of potential, so i'm really looking for examples where i can convince myself that Hou can become my best friend for average 3D work. Thanks!
  5. oh i guess the question didn't make much sense then :x
  6. Hi, i was just wondering if when you're lighting/rendering some 3D models for integration with a live action plate, using Global Illumination brings any advantage to use Final Gather only, since from every workshop/tutorial i've seen so far on live action and vfx, they only used FG. ( In a typical IBL setting with hdr images providing the lighting). Thank you
  7. Thank you
  8. Hi, could someone help me understand the difference between those 3 titles? I suppose an FX TD handles more coding and tool development and "artist" sounds like more as a generalist inside the FX branch, but what's the "animator"? Don't the others deliver sims already animated as well? What are the practical differences? Thanks!
  9. IMHO, Khan Academy is one of the Internet's most valuable resources. Their math videos helped me pass my exams for college years ago and now i'm learning Python and refreshing my Physics with them, recommend for everybody in any field
  10. From a short usage experience, maybe the possiblity of customizing/switch the space key with alt, navigation-wise and the whole E,R,T model to the classic Q,W,E,R , all with simple toggle buttons in the options menu so new users dont have headaches working with multiple programs at the same time?
  11. Thank you all! After some consideration I've decided to keep Max for non-procedural modelling, animation and rendering (at least for now) and embrace Houdini for all its vfx-wise potential .I've realized Maya always felt like something i forced myself to learn to be able to get a job based on what i read on ads and magazines/sites and word of mouth, but never really clicked or had real fun with it like i did in my first hour of Houdini awesomeness (like a convenience marriage that where you don't really like the bride but her dad has the moneys, and one day bam, you fall in love at first sight with a beautiful brunette at the bakery and realize she's a foreign princess). So, since i went to movie making degree, leaving an IT career, because it felt good and made me happy, it seems logical to follow the same reasoning about the tools i use as well . So even if things go awry career wise at least i did my best and had fun. Thank you all again for your opinions, see you around in this awesome forum
  12. Hello all. I come from a background of working with Max and some equivalent experience with Maya, but doing modelling and animation mostly. I am interested in engaging in a VFX career and i'm having an existential dillema that i'm sure i wasn't the only one: Should i go learn VFX with Maya since i already know the basics or should i jump right into Houdini and focus 100% on it ? I am enjoying very much my Houdini apprentice experience, i really like the procedural way of thinking. But although it doesnt scare me, i realize its an intensive program to learn and it takes a long time to master it. So my question is not based on those "which one is better" questions but purely on a time spent/is it worth it to do the leap of faith of doing a reset on my learning curve and bet my future on it, since im just out of college (from a cinema degree) and i'm worried i may regret it later on. Another concern i have is that Houdini, being the top dog on the VFX world, seems to make employers seek people with lots of experience in years and number of professional work done with it and i don't see many junior positions offerings for it, which makes me worry that even if i get good at it, without experience i wont get a job anyway because i lack those "minimum 3/5 years of industry experience" (its seems a common paradox in this industry: cant get the jobs to start getting experience for the jobs). So i thank any advice from someone who can relate with my situation ( or any advice anyway ) Thank you! PS-I'm also learning Python, but that is transverse knowledge so no problem there