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Found 88 results

  1. Hello, The effect I'm trying to create is a dragon fire effect, However since I've added new translation to the particle emitter and and container the simulation no longer runs correctly. I believe this is to do with the individual DOP networks yet I'm not sure. Any help would be great since I've been stuck on this issue for some time Thank you Dragon_flames11.hipnc
  2. Good morning people: I'm a beginner in the 3D world. My main skill is photography and I'm searching a way to integrate some kind of VFX onto my images. Now I'm trying to generate a kind of big sheet of bubble gum colliding with a head. I don't know it the Cloth collider approach is the best or FLIP could be better. I'm stuck in this part, with this setup, I need a more stretchy look but I don't know how to achieve it. Thanks for your time. Best regards, Pelayo. clothCover.hipnc
  3. New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
  4. I am currently available for Visual Effects work. Please contact me at: jameshadkins@me.com
  5. Hello, I'm trying to get particles to drive a pyro simulation to create a flamethorwer effect. However i keep getting random unexpected motion, I've tried sourcing the velocity of the particles to fix it but it doesn't give the look i want. I've attached my hip file Dragon_flames5.hipnc
  6. 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
  7. Hello, I have done another disintegration effect on a sphere, that I need for the end of my animation for university. I have alembic cached out a girl from Maya. It only has subtle animation on it. The girl geometry needs to be swapped with the sphere so the effect is applied. I have attached a file with the cache's in it but without my attempt at swapping the geometry as it crashes Houdini. The animation starts at frame 2670 Thank you! disintergration_ballet_007.hipnc END_Death_camera.fbx End_death.abc
  8. Hello, I am a third year animation student starting vfx. I have a simple disintegration animation for my major project that I have done on a sphere and now I need to transfer it to a hand animation that I have done in Maya and cached into an Alembic. As the animation and FBX camera export start at frame 1671, I changed the simulation to start on that frame. However, the simulation has stopped working and I'm not sure if I have transferred the effect correctly. I have provided the files, thank you! shot16.abc shot16.fbx I have provided new files! I managed to get the sphere to swap with the hand but the effect doesn't work still? It doesn't become smoke and disintegrate infect_point_Scene16.hipnc
  9. Hello, I am a third year student and have just started using Houdini this year. Whilst doing a basic pyro effect using the shelf tools, I want to render an effect I have applied to an alembic cache animation (done in Maya). I don't want the person to be rendered out but I want the effect around her to be rendered. I tried applying a shadow matte as a material, however, when I do render tests, the whole effects is visible when parts of the character should be covering it. Is there a way to fix this? And also, is there a way to make the fog vanish just before the end of the scene? Also, I was wondering if there was a way to match the Houdini scene to Maya scene? I have tried importing the Maya camera in as an alembic but the camera animation doesn't work and the scene doesn't match to Maya. I understand Maya works in cm whilst Houdini is in M... thats all I know though... I have attached the files! Thank you!!! I hope this made sense! Sorry I'm asking so much!!! Shot_3_v2_002.hipnc KT_Scene_3_v2.abc
  10. Hello everyone! I've been asked to do an effect similar to this (0:06) .. I've managed to create the ripple effect! I'm just wondering what's the best way to approach the droplets.. I've messed around with some POPs, meshed them and then did an SDF union with loads of smoothing. gives me somewhat a nice result but not that liquidy look. Idk if anyone has an idea in how to approach this. Thank you!
  11. Hi, I am creating a waterfall simulation to integrate into a Matt painting, and I cant figure out how to get the spherical particles in the screen shot below, to become more foam like and not so geometric. They are part of the whitewater simulation and i've searched a lot online and asked people and gone through the nodes, but cant figure out how to fix it? Is there maybe a way to create a material for just those particles and change it to a more foam like texture and consistency or smoke, or is there a better way to do it? Really appreciate any help, as quite new to Houdini and working to a fast approaching deadline for uni! :/ Thanks!
  12. I have two separate stacks of geo made using copySOP's, i am trying to get them to interact with each other. They do interact with each other but the constrains only effect one model, i can switch them in the merge but its only ever one that holds together, the other falls apart instantly no matter what the glue strength is. Ive put photos below and attached the scene file with the model that needs referencing in. New to Houdini so any help or advise would be greatly appreciated! Thanks PlateSimulationTest001.hipnc plate.obj
  13. Hi guys, so I'm doing a scene where berries falling into a bowl but I use a sphere and a simple cup modeled to visualize then I realized when I use rbd object on the sphere and static object on the cup, the sphere doesn't drop into the cup but instead it drop just before the cup. I've been trying to figure out but I have no idea why it turns out like that. Any clue what happened? testyog.avi
  14. Hi, (Disclaimer, still pretty new to houdini) I have a flip simulation that's intended to be a bowl of milk. I want the bowl to be full and to just settle until it's affected by outside forces, but the fluid just instantly collapses to a fraction of it's overall size, even with gravity off it just compresses in on itself. I've tried reading up on this problem online, and have tried various solutions such as disabling reseeding and enabling separation, increasing and decreasing the particle separation and grid scale, but nothing seems to work. Would someone mind looking at my file and telling me what i'm doing wrong? It's driving me up the wall and it's preventing me from completing class projects. Thanks, Richard Advert.zip
  15. fx

    Falcon's Creative Group is seeking full time and/or contract FX ARTISTS and SENIOR FX ARTISTS to join our team in Orlando, FL. Our studio has been creating immersive experiences for special venues, theme parks, and attractions for over 17 years. From global entertainment destinations to cutting edge digital storytelling, to unparalleled themed experiences, our team successfully transforms everyday reality – every day. Check out our DEMO REEL! Position Description The FX Artist will work closely with the Animation Team and Creative Leads to develop 3D FX elements to accomplish the vision of the Director for unique and high-profile 3D animated stereoscopic projects. Responsibilities include: 1. Establish and understand project FX needs/requirements. 2. Develop particle, rigid body, fluid and volumetric effects Develop in a fast-paced environment with an iterative workflow. 3. Maximize FX rendering techniques with AOVs for compositing. 4. Basic compositing of FX layers/AOVs in shots. 5. Identify creative and technical issues and elevate solutions to appropriate team members. 6. Communicate development status and forecasts. 7. Meet project deadlines set by production. 8. Maintain high security standards for confidential studio assets. Qualifications: 1. Professional industry experience preferred. 2. Strong foundation in using MAYA FX systems and/or HOUDINI. 3. Experience with shader development and render AOVs preferred. 4. Experience with NUKE compositing software a plus. 5. Stereoscopic film production experience a plus. 6. Experience using KRAKATOA, FUME-FX a plus. 7. Programming experience in MEL and/or PYTHON a plus. Submit your application online at: http://falconstreehouse.com/careers.html Falcon’s Treehouse, LLC is a drug-free workplace and employment is contingent upon passing a drug screen. We are an equal employment opportunity employer. All qualified applicants will receive consideration for employment without regard to race, color, religion, gender, age, national origin, disability status, protected veteran status or any other characteristic protected by law.
  16. Hello, I'm James Adkins. Currently available for Houdini FX work. Please DM or email me(jameshadkins@me.com) for my demo reel password as the work in this reel is still under NDA. I have attached my CV as well, if there are any questions please let me know. jamesAdkins_resume_feb2017.pdf
  17. Download 3DModel (voronoi fracture) : House Destruction For R&D.hipdropbox.com/s/cl8tjaodus96eaz/House%20Destruction%20For%20R%26D.rar?dl=0
  18. Hi! I'm trying to create an animated crack effect using the L-system. What I did was project the L-system mesh onto the surface I wish to crack. What should I do next? Is it possible to do the cracks this way?
  19. Hello! I was wondering if anyone knows a way to run a flip simulation over specific geometry. The closest visual reference I can think of would be the workflow from Moana. Would you have to turn the geometry in to a fluid object, or is there some way to have the simulation run on top of the geometry?
  20. I want to create a digital asset where I need to simulate pieces of a fractured object falling down to the ground to get a plausible initial "lying-on-the-ground" orientation for further processing. Is it somehow possible to simulate until a certain condition is met (for example all pieces are frozen) and then fetch that state as an object merge or something like that? I am sure this is possible with python, but I'd rather take an approach that relies on the SOP dependency analysis alone if thats possible. Any hints would be very appreciated!
  21. Good evening everyone! I'm trying to attatch my pop grains to a deforming geometry. I've tried seeing everything related to pop particles on the forums but nothing worked. Thanks for those who help !
  22. FX Animator If you are qualified and interested please email Angela at ageier@laika.com with your reel and resume. General Summary The FX Animator is responsible for creating Character and Environment FX, and elements for lighting and compositing to support of the visual style and narrative of the film. They will also be involved in the collaboration of creative and technical tools and workflow. Essential Job Functions Design and create the look of computer generated FX and elements through shot production. Under the supervision of the CG Supervisor, VFX Sup and/or Director help establish and follow the look of the film. Troubleshoot creative and technical issues. Partner with the Modeling, Texturing, Lighting and Compositing and help support each departments’ FX integration issues. Maintain a high level of quality while working on multiple projects, both looks development and shot production under aggressive deadlines. Perform technical work in support of shot production using various production tools. Qualifications Bachelor’s degree in Computer Science, Animation, Art or other relevant area of study and/or equivalent job experience. 3+ years of high-end production experience in television or feature films as an FX artist and/or TD. Experience in producing effects such as smoke, fire, clouds, water, steam and explosions. Knowledge of applicable software and platforms including Maya, Renderman and Houdini REQUIRED. Working knowledge of Digital Compositing in Nuke. Experience with advanced lighting techniques such as Global Illumination, HDRI, subsurface scattering and real world lighting set ups, a plus. Experience with 3D paint packages, a plus. Modeling, Texturing and/or Lighting experience, a plus. Disclaimer The above statements are intended to describe the general nature and level of work being performed by people assigned to this classification. They are not intended to be construed as an exhaustive list of all responsibilities, duties and skills required of personnel so classified.
  23. Hi all, I'm trying to achieve the effect of a rubber glove expanding. Here's a link to a reference for the effect. I'm trying to make the palm area of the glove inflate, but the fingers remain the same size. I found a way to achieve the inflating effect on another topic in the forum "Inflate cloth with a finite element solver". This method uses a sop solver in DOPS to multiply "targetv" by time. I have painted an "expand" attribute in SOPS, to confine the inflating effect just to the palm area. However, although the palm inflates, the fingers remain completely motionless and seem to not be affected by the FEM solver. I think it is because the solvers I'm using are not bi-directional. I have attached a .hip file and glove geo for reference. Any help would be greatly appreciated! rubberGlove_v01.hipnc rubberGlove_GEO_v01.obj
  24. Hello, I'm Trying to create a smoke cloud loop. After generating a sim and creating a bgeo sequence. I use 2 time shifts to offset my animation and use a Volume mix to merge one onto the other smoothly. But for whatever reason the first (and thus last) frame of the result it looks as if one bounding box is cropping the volume.. but if I do a lower resolution of the exact same sim, it's all fine! I can't figure out why, how to force a certain BB to be used. help or previous related post would be greatly appreciated. PS: also attached the hip file. SmokePuff_07_V1.hip
  25. Hello fellow Houdini users! I am using the Houdini Crowd setup. I am trying to trigger a state change in fish from a fast swim to a slow swim. I understand that using the triggers and transitions I can get animation clips to smoothly blend together over time. However I can't get the crowd steering nodes to transition together smoothly. Beneath my fast swim and slow swim states I have separate chains of crowd steer nodes, one that has low drag and high movement, and the other with high drag and low movement, and they then feed into the 'merge states' node and then into the crowdsolver. But when the transition is triggered there is no interpolation between these states, they immediately switch over regardless of the transition duration. Does anyone know a way I can get a smooth transition between two separate crowd steering states? Thank you for your help!