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Found 12 results

  1. Volume convolution on the GPU using OpenCL. For 27M voxels using 100 iterations, OpenCL is 650 times faster than C++ and 12525 times faster than VEX.
  2. Hi, I am an experienced Software Engineer with a good eye for Visual Effects. I have over more than 10 years of experience in developing advanced software systems for simulation and animation companies. In addition, I've invested that last 5 years exploring and educating myself all about Visual Effects. Below is my demo reel. Please check https://www.linkedin.com/in/khaledabdelhay for more details on my technical/artistic skillset.
  3. Hi, Does anyone the how I to access the input geometry from a custom VEX function. I know I can use the path of the node as an argument and get the input geometry, but is there anyway to create a VEX function that can access the current geometry? For example, I have a pointwrangle node and I create an attribute, then I call my custom VEX function, how can I get access to that geometry? Or would that have to be handled by something like a VEX_GeoCommand and it's only possible to access the input geo from the HDK? Thanks, Tom
  4. The most powerful wrangle operator due to the sheer fire power of the HDK. Performance increase can vary from a few times to thousands of times depending on the scenario.
  5. Hi Houdini enthusiasts! , I'm very exciting to say that we are ready to start our course in english! Houdini Tool Development was very successful in Russian language, and we get a lot of requests from our foreign friends to make an english version.So here is a little demo i've recorded to show you what to expect from this amazing course https://www.youtube.com/watch?v=ITa33iMpePY&feature=youtu.be This course will be 4 month long and contains 16 video lectures. One lecture per week. Each lecture - 3-4 hours long. Each Monday, starting from 21 Sep. new lecture video will be uploaded and link will be shared with you. Skype Group will be created where you can ask questions any time on weekdays. Detailed program: here UPDATE: For those of you guys interested only in HDK part of this course, it is possible to apply only on that part. Just contact us via email and you'll be on board right away.
  6. Hi. I got two HOWTO questions: 1) In DA you just specify TAB submenu path and you are ready to go, but I can't find anything similar in HDK when I'm adding operator. I suppose it is somewhere in OP_OperatorTable, but which function does that ? I don't see Tab submenu path function there . 2) In python you can pass use_existing_selection=False to the selector and it will not reuse already selected geometry. I can't find the same functionality in HDK selector. There are probably simple solutions for those two questions. Thanks in advance.
  7. Software Developer: Computer Vision & Mocap - Digital Domain Vancouver Job Title: Software Developer: Computer Vision & Mocap Department: Technology Reports to: Global Production Technology Supervisor Status: Exempt Classification: Full Time (Staff) Purpose of the job: The Software Developer: Computer Vision and Mocap will help to create leading edge tools for performance capture and character creation. With multiple motion capture facilities including advanced facial capture suites, Digital Domain needs software developers with experience in both computer vision, motion capture and character animation. Essential Functions/Responsibilities: • Design, implement, and support C++ and Python tools, primarily for Maya but also potentially standalone, that relate to character animation and motion capture • The developer will be expected to: gather requirements from the artists, research and develop a plan of attack, implement a stand-alone program or plug-in (using C++ or Python), document the code and produce a user manual, and release and support the tool. • The ability to interact with non-technical people and both understand what they want, and get them to understand what you are doing, is necessary • Experience with any or all of character animation, motion capture, real-time processing and/or GPU programming is not required but would be a plus Qualifications: Education and/or Experience Required: • At least a Master’s Degree in Computer Science / Math / Physics • Adept in both C++ and Python • Experience with Maya- both using Maya, and writing Maya plug-ins • Experience with the latest in computer vision. A candidate should be comfortable with optimization techniques (like bundle adjustment) and image processing. • A solid foundation in mathematics. This job will require that you be able to read, understand, implement and make improvements on the latest research. You should be able to read a paper from SIGGRAPH and understand it. Specifically, understanding of optimization techniques and calculus is essential. • A broad knowledge and curiosity about computer graphics is very important. We solve many, varied problems at Digital Domain. This job will not be about just computer vision and motion capture. Working Conditions and Environment/Physical Demands: • Office working environment. • Hours for this position are based on normal working hours but will require extra hours pending production needs. • Walking/bending/sitting. The above statements are intended to describe the general nature and level of the work being performed by people assigned to this work. This is not an exhaustive list of all duties and responsibilities associated with it. Digital Domain Vancouver management reserves the right to amend and change responsibilities to meet business and organizational needs. To apply for this position submit an application at www.digitaldomain.com/careers/ Please select Vancouver from the location drop down menu
  8. Software Developer: Character Animation - Digital Domain Vancouver Job Title: Software Developer with experience in Character Animation Department: Software Reports to: Technology Director Status: Exempt Classification: Full Time Purpose of the job: At Digital Domain, we are developing industry-leading character and facial animation technology and tools. In films like The Curious Case of Benjamin Button, Tron: Legacy and Maleficent, we have created photo-realistic digital actors that have stood alongside real actors. Essential Functions/Responsibilities: We are looking for software developers to help us further this technology. An ideal candidate should have most/all of these skills at the ready: • Experience with character and facial rigging. You should be able to use and create rigs for simple characters. • A solid foundation in mathematics. This job will require that you be able to read, understand, implement and make improvements on the latest research. You should be able to read a paper from SIGGRAPH and understand it. Specifically, understanding of optimization techniques and calculus is essential. • A broad knowledge and curiosity about computer graphics is very important. We solve many, varied problems at Digital Domain. This job will not be about just character animation. Qualifications: Education and/or Experience Required: • At least a Master’s Degree in Computer Science / Math / Physics • Adept in both C++ and Python • Experience with Maya- both using Maya, and writing Maya plug-ins Working Conditions and Environment/Physical Demands: • Office working environment • Hours for this position are based on normal working hours but will require extra hours pending production needs • Walking/bending/sitting The above statements are intended to describe the general nature and level of the work being performed by people assigned to this work. This is not an exhaustive list of all duties and responsibilities associated with it. Digital Domain Vancouver management reserves the right to amend and change responsibilities to meet business and organizational needs. To apply for this position submit an application at www.digitaldomain.com/careers/ Please select Vancouver from the location drop down menu
  9. Pipeline Technical Director - Digital Domain Vancouver Location: Vancouver, BC Summary: Pipeline Technical Directors are responsible for improving the overall efficiency of the facility-wide production pipeline. They design, implement, and manage tools that assist the digital artists with their daily use of both third party and in-house software and systems. These tools are intended to make the computer graphics production as efficient and productive as possible. Pipeline TDs work with peers and supervisors to craft novel tools, techniques, and procedures to aid the execution of the current project and advance the capabilities of the facility. The role requires strong technical and communication skills, as well as a firm understanding of software design, graphics, and production work flow. Principal Duties and Responsibilities: • Work with other TDs and artists to help design and create tools to be integrated into Digital Domain's existing pipeline. These tools will be created using a combination of custom and commercial Python and C++ APIs- including those applicable to Nuke, Maya, and Houdini dependent upon the emphasis of the specific role. • Work with department representatives to augment their work flows and tool sets to achieve specific goals of the project • Work with artists to troubleshoot and fix problems • Craft and update documentation for tools, techniques and work flows generated by the Technical Director Education, Experience and Skills Required: • 3+ years experience as a Technical Director • Degree in Computer Science, Engineering, Mathematics, or equivalent work experience • Practical knowledge of Python strongly desired, knowledge of PyQt a plus • Working experience with one or more professional graphics packages, including Maya, Houdini and Nuke • Proficiency in one or more professional graphics package C++/ Python APIs, including the Maya SDK, HDK, Nuke SDK, Mental Ray SDK, and Prman SDK preferred • Proficiency in applicable domain specific programming language(s) including Mel, HScript, RSL, MetaSL To apply for this position submit an application at www.digitaldomain.com/careers/ Please select Vancouver from the location drop down menu
  10. I am having quite a bit of troubles accessing SOP OpenVDB nodes from Houdini 12.1 after compiling OpenVDB 2.0. I manage to compile both the Core Library and Houdini Tooklit. I successfully installed the library here : $HOME/dev/openvdb/ and $HOME/houdini12.1/dso/ contains all the *.so 10212 -rwxrwxr-x 1 alexp artist 10456537 Nov 20 12:52 SOP_OpenVDB_Advect_Level_Set.so* 856 -rwxrwxr-x 1 alexp artist 876302 Nov 20 12:52 SOP_OpenVDB_Advect_Points.so* ... 764 -rwxrwxr-x 1 alexp artist 781040 Nov 20 13:05 SOP_OpenVDB_Visualize.so* 356 -rwxrwxr-x 1 alexp artist 364020 Nov 20 13:05 SOP_OpenVDB_Write.so*[/CODE] At this point , I thought It would be enough to open Houdini and at the Geometry level I should already be able to access all the VDB_* nodes. For some reason it's not working for me. I checked the variable HOUDINI_DSO_PATH using 'hconfig -a | grep DSO ' from my linux (Debian) shell and this is the feedback: [CODE] HOUDINI_AUDIO_DSO_PATH := '<not defined>' HOUDINI_DISABLE_IMAGE_DSO := 0 HOUDINI_DSO_ERROR := 0 HOUDINI_DSO_EXCLUDE_PATTERN := '<not defined>' HOUDINI_DSO_PATH := '<not defined>' HOUDINI_IMAGE_DSO_PATH := '<not defined[/CODE]>' Which (please correct me if i am wrong) means that Houdini should search for dso's in "@/dso_^;@/dso" by default. Which expands to: 1) "$HIP/dso" 2) "$HOME/houdini12.1/dso" (<---this is where my SOP_OpenVDB_* files are) 3) "$HFS/houdini/dso" What i tried with no luck: - copy the files to /opt/hfs12.1/houdini/dso - edit $HOME/houdini12.1/houdini.env [append] HOUDINI_DSO_PATH= /home/alexp/houdini12.1/dso/ .. and restart houdini from a new shell. Nothing seems to work. Does anyone has any clue about why I cannot access OpenVDB 2.0.0 dso's from Houdini 12.1 ?
  11. WTF, right ?! Yeah, I bet your first reaction for this title was the same as my when I saw this number I found this diamond while browsing HDK examples and I would really, REALLY, like to know how I could ever, EVER, possibly figure it out on my own. Basically, you bind selector to operator and this => "0x000000ff" <= is the 8 argument that you pass to "bindSelector()" method as prim/point mask selection. Q1: Is there anyone that could explain me what it means and where I could find more info about it ?. Q2: Are there any other magic numbers that I should be aware of ? Cheers PS. I found it in this example http://www.sidefx.co..._c-example.html
  12. Hi guys. You remember Ivy_generator? I fixed some bugs in it and compile it for Linux 64. Also I created a digital asset for animating it. The exported obj files must first converted by hobj.py to a cleaner houdini friendly obj file. Download ORIGINAL 32bit linux version and replace my compiled version with original one. Have Fun and let me know if you have problems in using it. fa_ivy_tool_v4.otl.tar.gz IvyGenerator.tar.gz hobj.0.1.3.py.tar.gz