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Found 11 results

  1. Senior Compositor (Contract Position)

    The Embassy VFX is a Canadian, Oscar-nominated production house, specializing in live-action production, post-production, and animation for feature films & commercials. We are currently looking for a Senior Compositor to join our team for work on upcoming feature, television and commercial work. We require someone who is able to work in a fast-paced environment to deliver an extremely high level of work. Please note: At this time we are accepting applications only from those artists who are legally eligible to work in Canada (ie Canadian citizen, permanent resident, or currently hold a work permit). Click here to apply: https://the-embassy-vfx-inc.hiringthing.com/job/25436/senior-compositor-contract-position Principle Duties & Responsibilities Establish certain looks and/or solve particular design or effects challenges for key visual effects shots Full shot compositing including paint and roto when required Working within studio best practices, follow guidelines, and keep scenes clean and organized Prioritize and revise work based on direction from supervisors Meet project milestones and deadlines on time Education, Experience, and Skills Required Strong knowledge of compositing workflow and other major aspects of post-production Possess a keen eye for colour and colour matching Ideal candidate will have 7+ years industry experience in commercials, film or TV Strong understanding of multiple aspects of the VFX pipeline Be comfortable working with clients Excellent communication skills We Offer Competitive salary based on experience A fun and collaborative environment Emphasis on work/life balance Ample cross-training opportunities Dog-friendly workplace
  2. Compositing Supervisor

    The Embassy VFX is a Canadian, Oscar-nominated production house, specializing in live-action production, post-production, and animation for feature films & commercials. If you have an advanced knowledge of Nuke and other compositing software, a creative eye and an insight into emerging technology, please read on. We require someone who is able to work autonomously in a fast paced environment to deliver an extremely high level of work. You should be comfortable working with clients, have a keen eye for detail, excellent communication skills and technical knowledge and also have relevant experience in a film or TV environment. We are ideally looking for someone who can provide creative direction and has the experience of leading a team through all phases of production. Reels must be accompanied with a detailed shot breakdown. Please note: At this time we are considering applications only from those artists who are legally eligible to work in Canada (ie Canadian citizen, permanent resident, or currently hold a work permit). Click here to apply: https://the-embassy-vfx-inc.hiringthing.com/job/41208/compositing-supervisor Principle Duties and Responsibilities Establish certain looks or solves particular design or effects challenges for the show Collaborate with your team to share knowledge and techniques Solve technical challenges and recognizes areas for improvement Pitching and quoting for new work with the production team Liaise with production team to assign shots, monitor throughput and schedule deliveries Attend shoots and assist vfx supervisors with their duties Oversee recruiting, mentoring and training of artists in your teams Supervise quality control on all shots leaving the facility Composite shots when required Set up and manage the color pipeline for each show Education, Experience, and Skills Required Minimum 10+ years photoreal visual effects compositing experience in film, TV or commercials At least 2+ years experience in a leadership or supervisory role Expert with Nuke. Knowledge of other compositing, finishing & editorial tools an asset Experience in a Linux & OSX environment Should possess a keen eye for color and color matching Should have strong knowledge of compositing workflow and other major aspects of post production Understanding of film & video broadcast standards and video & graphics formats Understanding of the technical aspects of pipeline development e.g. python, gizmo’s etc. Good understanding of editorial and color files and formats e.g. EDL, XML AAF, CDL, BLG etc. Outstanding organizational skills and the ability to multitask Ability to take direction positively, lead a team and thrive under the pressure of tight deadlines Committed to maintaining our client base Team oriented, and able to inspire a collaborative working environment and above all … have a great sense of humour! We Offer Competitive salary based on experience Ample cross-training opportunities A fun and collaborative environment Emphasis on work/life balance Dog-friendly workplace
  3. Broken Mosaic Node?

    Hi guys, I'm using the mosaic node in COPS to create texture atlas's for games. All renders from Houdini seem to work fine using the mosaic node. However often I use aftereffects/other software to add extra motion blur etc to my renders - save them back out as exr's or png's and then take into Houdini COPS to put together the texture atlas - However I keep running into the same issue which is; The mosaic node incorrectly interpolates my images. For example I may have 120frames - set the images per line to 10 and max images to 100 - so it should show the first 100 frames right? not in my case it seems to start the atlas from a random frame and not always show all the sequence REGARDLESS of mosaic node or preference settings with tile size etc. Someone suggested it may be memory contrsaints due to the huge size of the mosaic it creates but to me that shouldn't affect it interpolating the image sequence in the correct order and knowing which is the first and last frame - I would attatch a scene file but that would require me providing a render which I currently an unable to do but will try and get one that I cant get to work uploaded for others to try. - (See below I have attached a screenshot of the exact issue - the input sequence contains 156 frames) Any ideas would be great as this is really annoying and rather confusing - My only thought is naming conventions and the mosaic node needs or wants a constant frame number with the same amount of digits - 001 through to 100 etc. - Just tested this theory and no changes so it cant be that, unless Houdini just hates non Houdini renders or file types
  4. The Embassy is a Canadian, Oscar-nominated production house, specializing in live-action production, post-production, and animation for feature films & commercials. We are currently looking for a Senior Compositor to join our team for work on upcoming feature, television and commercial work. We require someone who is able to work in a fast-paced environment to deliver an extremely high level of work. Please note: at this time we are accepting applications only from those artists who are legally eligible to work in Canada (ie Canadian citizen, permanent resident, or currently hold a work permit). Click here to apply: https://the-embassy-vfx-inc.hiringthing.com/job/25436/senior-compositor-contract-position Duties Establish certain looks and/or solve particular design or effects challenges for key visual effects shots Full shot compositing including paint and roto when required Working within studio best practices, follow guidelines, and keep scenes clean and organized Prioritize and revise work based on direction from supervisors Meet project milestones and deadlines on time. Requirements Strong knowledge of compositing workflow and other major aspects of post-production Possess a keen eye for colour and colour matching Ideal candidate will have 7+ years industry experience in commercials, film or TV Strong understanding of multiple aspects of the VFX pipeline Be comfortable working with clients Excellent communication skills We offer Competitive salary based on experience A fun and collaborative environment Emphasis on work/life balance Ample cross-training opportunities Dog-friendly workplace
  5. Dropped Frames and COPs Cache

    Hi, I'm just wondering if anyone else is experiencing weird behavior in COPs where some frames tend to drop? (shows up as black) And some frames even shows up as some sort of random lines. Resulting on my final render to have random flickers due to incomplete passes. This is a capture of me scrubbing the timeline.. I'm using a VOP Cop filter that simply copies the Pz channel to R G and B: I couldn't figure out a proper repo yet as it is occurring quite randomly. Sometimes, after a fresh scene, it would exhibit the dropping.. sometimes it won't. I'm thinking that it is related to how COPs handles the image cache.. so I tried clearing/refreshing them with these methods: Reload the File SOP. Cleared the Compositing Cache from Edit menu. Cleared the Cache from the Houdini Preferences Window. Also Increased Cache Sizes. (Restarted Houdini) Used python to clear out more cached elements: hou.hscript("glcache -c") print("Cleared GL Cache") hou.hscript("texcache -c") print("Cleared Texture Cache") hou.hscript("compfree -c") print("Freed Comp Cache") I also noticed that it seems to be related to multi-channel EXR/PIC files. I almost gave up on the scene that I'm working on and was about to jump to Natron. But as a last ditch effort, I tried just rendering my scene as separate sequences per pass. (RGB, A, Z, Normal, etc..) Finally when I rendered the comp, I got no dropped frames. As soon as I can track down a repo step, I'll send an RFE to sidefx. Do you guys encounter similar problems when using COPs?
  6. Hi guys, i have a small problem in comp . As you can see when i did the comp in houdini 15 we can see the shadow of the box through the box . I mean the box is transparent and i don't know why. Could you please help me? Thanks
  7. Depth pass comp issue

    Hi, I am facing a weird issue when i am trying to comp my z depth from file rendered from Houdini in Nuke. I am getting weird red edges even if its not in focus that blurs it. Also blur is so weird. I know for sure its not the problem of Nuke because z defocus node is working well with another exr I downloaded over internet. I don't know what I am missing. Any pointer will be very helpful. Thanks
  8. Hi! I've got a scene with a box and a volume. I am trying to split the rendering of each object into a different pass. In the `/out` network from the attached scene, the `composite_premult_matte` node regroups a first setup of render nodes, each rendering a specific object while setting the other(s) as “forced matte”. When adding the resulting passes in compositing, I get back the beauty as expected. Now I've set up `composite_extracted_matte` which this time extracts the mattes into the alpha layer of different files. For each “nomatte” render pass, the object(s) not to be rendered are set to “phantom”. When compositing the whole in Nuke, I don't get the same result as the beauty. I tracked it down to this Nuke's graph below, where post-multiplying the matte of the volume doesn't seem to match with the pre-multiplied version: `volume_nomatte x volume_matte != volume`. Note that this issue seems to happen only when dealing with volumes (transparent?) objects. Is there something that I'm missing within my rendering setup? Cheers! composite_volume.hipnc
  9. I wanna do some slap comps without using nuke, I need shuffle some channels to create the comp. there is a node like shuffle in houdini? Thanks
  10. Dust hits

    Normally all the effects I've made I've had geometry provided to me/modeled it myself. What I'm wondering now how to make it interact with the plate as well/render passes I can give my comper to deform the plate. For example a dust hit. Obviously, there is dirt involved, so I guess my question is how would I go about making this within Houdini? It's the kind of "dirt" you would have for a soccer field. I've applied a vopsop with a turbulent displacement for some jagged/rocky type looks and added some interior detail to my vornoi but I guess I'm wondering what the next step would be or possibly something I may be overlooking? I've also tried adding subtle fur aswell for some grass. It's a slow motion shot/dust hit action sequence so I want to really nail the overall look. Thanks guys!
  11. Hi all, first of all, I'd like to say I'm new to this website, and have only been working on Houdini for about four months. I really like the interface, and I'd say I've made some pretty 'okay' stuff for a beginner. But now, I'd kind of like to take a step up and begin putting my work into real videos. I've looked at the composite view tab, but as far as I can tell, it only handles images. Would I have to export it to an external program and then insert my video? Or is Houdini even capable of this? Also, as of right now, my only sources for tutorials are youtube (hardly any) and the Houdini Tutorial Archive over at papicrunch, which is getting more and more limited. I'm not so sure I'm ready to move on to Houdini Papers yet, as I'm mainly a visual/tactile learner, but I did a Voronoi destruction scene based on a paper. I would really enjoy if you could point me towards some more beginner/moderate tutorials that are preferably videos. Thanks!
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