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Found 77 results

  1. Hello guys, need your help, About week I fight whit this and without success... So, please look on example. This is a cheese cream. If you look closely at beginning falling cheese have a small viscosity value (create some splashes almost like a milk or similar) and after some time he become more viscous (create some almost static ripples). I was try to affect viscosity value with temperature value (like lava effect) and try some manipulations with age of particles but this is didn’t show proper result. I'm stuck..... Any suggestions and attached hou files will be most appreciated.
  2. Hello! I'm Vladimir. I just finished CG Spectrum FX course and currently I'm looking for job. Thanks for watching. Best regards, Vladimir.
  3. Hello everyone, I am trying to achieve an effect similar to the video bellow: Explosion I am currently working on the secondary arrowed smoke that rises right after the explosion. My problem is that I cant seem to figure out how to make the beginning of the arrow sharp and also I want the smoke to expand significantly more after the initial arrow (check attached image) I am currently doing this with an emitter, is that the right way to go or I should use another technique like creating velocity arrows and using the pump relationship? Any other advice on creating this effect or on fluid simulations in general is welcomed. Thanks a lot
  4. Hi guys, So have a explosion peice ive been working on working upto final render - now im looking for a way of efficiently seperating out each element (Base explosion, dust blast, shockwave, trails) - I would use deep but i know deep files get huge for volumes quickly and im not sure on how the houdini deep pipeline works. - I really dont want to add extra render time tbh, soo any handy or efficient tips? - thought about rendering each element seperately instead too rather than all together - but it would need the holdouts/influence off the other elements and tested this using force matte/phantom but couldnt get what i was after - would provide a hip file but i feel theirs no need this is more of a general how would you go about it? Will give me more control in comp and mean i can do breakdowns of the elements without rendering twice Thanks Chris
  5. Hey folks, I've been trying to tackle a smoke element which involves an object being launched at a high speed with a propellant(something like hot steam coming through a nozzle, I guess). The object is a canister of sorts(imagine the propellant to be pressurized gas in the canister) - which tumbles and rotates on its central axis, thus having to orient the 'jet of steam'. It also interacts with the ground as it bounces. Since it has a small exit for the fluid, my emitter should be small. :\ I have tried the following approaches - 1. Small emitter - high velocity - high substeps(16) After a lot of tweaks, the best I could crunch out of this was a trail that didn't have any defined shape of sorts, and could not achieve the 'cone'-ish shape that I was looking for 2. Particle Trail - as custom velocity -as emitter -as force guide Same Problem as above - particles only left a smear with no shape - even with high substeps(32) 3. Modelled Hollow container with exit - placed emitter within - plugged density of emitter to divergence -high substeps(32) Got a more promising result - but at high velocity portion of the animation(especially at assumed 'launch' it would only leave puffs of smoke. Unfortunately, I cannot post any scenes at the moment - will try on recreate the approach and the problems in an example scene. :\ Is there any other solutions that anyone could suggest? Or add up on what I've been trying?
  6. Hey everybody! So as a member of both Allan McKays' "FX TD Transformation" as well as "Live Action Series" I can personally say that he makes some of the best FX training out there! Though this is mostly 3Ds Max training, replicating the stuff he makes in Houdini can be a lot of fun. So he just announced that he'll make a new training series, that will be completely free. And he'll be making the most popular suggestion for the desired effect for the plate he has shot. By signin' up with the given link, I will be granted some points as well, which would be much appreciated! Link: http://gift.allanmckay.com/ref/W4336540 Hopefully this is not in violation with any rules, I just wanted to share some great free training. Also, for those of you who submits an idea, feel free to write it down below. Would be cool to hear what people would like to see happen with the shot! :-) Cheers!
  7. Hi Guys, I just started learning about smoke simulation. I am trying to create a tornado simulation using smoke solver instead of Pyro. I followed the custom force tutorial from Ben Watts. The problem that I am facing is that when I start my simulation, after a while the smoke spread out and remains floating and it doesn't follow my velocity field. How can I get it to follow my velocity all the time, or is there anyway to kill the smoke based on their age? I have attached a quick preview and my hip file. Thanks, Preview.mp4 Tornado_test7.hiplc
  8. Hello! I'm encountering a little problem with Pyro Fx. When I export a geo file from any fire, the attributes of heat, temperature and fuel look good in the viewport but when I render them, I get a particles cube. It seems that those attributes are not exported in my bgeo files (I tried with Vdb files and got the same result). Is it a bug or is there a step that I missed in the export? Thank you!
  9. All of my latest work from projects including X-Men Apocalypse, Game of Thrones Season 6, and more. FX Reel 2016
  10. Hello! I was wondering if some of you had a strategy to render high resolution simulations. For exemple, to render a high resolution smoke, can you render at a low resolution multiple times? Thank you!
  11. Hi everyone, I have a little problem with a mesh (splatter snow), where in some areas, it just doesn't render the proper shader and it's just black (black particles). Any ideas of what that could be? It is no the shader, because even if I render a frame with emission to 1 the rdr still shows black spots. Cheers amigos.
  12. I'm sharing some personal work, done mostly by following the amazing master class from Saber Jlassi in Houdini ! Hope you like it
  13. fx

    Guys! Need your help! I stock.... Here is my issue. I have some particles that when impact with the surface (grid for example) create attr (marked as red for example). My task is grow this attribute by the time on surface in differnt directoins. I understand that effect can be achive by using SOP Solver, but can't understand for now how to do this. Explaning about how to make that happen will be highly appreciated! I attach hipnc file with my problem. Thank you advance guys! growing_attr_002.hipnc
  14. https://www.instagram.com/chumakovvfx/ alekseychumakov1@gmail.com
  15. Hi all MPC Advertising are currently recruiting Houdini Artists globally and so we would love to hear from anyone interested in finding out more about working in one of our studios. We currently have requirements for Houdini FX Artists and Houdini Generalists and CG Supervisors in London. We are looking for FX Artists in LA and a Mid/Senior Level Houdini Generalist in NY. Please contact me for more information paul-w@moving-picture.com
  16. My name is Raul Boza, I recently obtained a B.A in Cinema Visual Effects from Columbia College Chicago. If you click on this link: http://bit.ly/2cEeohK, you will find the Break Down Sheet if interested. Thanks for watching!
  17. Hi Guys, I have recently started experimenting with Houdini and have stumbled upon a problem I can't seem to find a solution to. I have a Pyro fx explosion setup and I would simply like the gas resize field to reach the maximum bounds of the container and then switch off. Currently, whilst the smoke is dying out, the resize container is scaling back down to the size of the emitter object resulting in a visible bounding box in the render. Any advice would be greatly appreciated, Thanks, Clive
  18. I know it's tough out there, but I got the CHOPS, the SOPS, the POPS, and the DOPS (and Python) to help deliver on time and under budget. I'm on the market and well rested, ready to chew through the latest vfx challenges with a committed crew. 8 years of Houdini and 17 years in the vfx industry. Check out my reel over at: The breakdown's at: https://docs.google....-bh63-CoVcY/pub Resume: https://docs.google....L64OrmVZsr8/pub my LinkedIn will all sorts of accolades from old work mates: http://www.linkedin.com/in/clearmenser And of course there's all my helpful comments here on odForce http://forums.odforce.net/profile/1210-kleer001/ edit: added newest reel
  19. Hello. I just recently graduated from VanArts which is based here in Vancouver. I have completed my demo reel in FX which is to say primarily using Houdini 15.5. I hope you all enjoy watching it as much as I enjoyed creating it. I am attaching the link below. Please let me know of any suggestions, criticisms all is welcome. Thank you. FX DEMO REEL 2016
  20. Hi guys. I want to add velocity to normal direction of smoke's source mesh in smoke sim, I tried by "point sop" and "vop force" but I didn't fix it. I can do this for popnet It was so easy. I need to set key frame that velocity so I'd like to this by vex. Do someone have idea? help me please!!! thank you.
  21. ABOUT ASC Aaron Sims Creative is a concept design and visual effects studio based in Los Angeles, specializing in design and effects for film and television clients. We often work from concept to completion on projects, working closely with producers and directors to creatively deliver work of unparalleled quality. ABOUT THE POSITION Senior FX Artist, starting as soon as possible. You’ll be working closely with supervisors and art directors to develop and produce great quality FX work, meeting consistent deadlines. You should also be someone who can take art direction and critique to accomplish the visual goals of the production client. You’ll be working in a team of very talented artists of different expertise. You MUST be able to work out of our Los Angeles office. QUALIFICATIONS 5+ years of live action visual effects experience. Must understand and be able to apply physics and realistic dynamics to generate various physically-based FX simulations (Cloth, Liquids, Destruction and Hair/Fur). Must be able to anticipate and actively solve problems/technical issues. Ability to take creative direction, collaborate and share experience and knowledge with other artists. Compositing in Nuke and Scripting (MEL/Python) skills a plus SOFTWARE/TOOLS REQUIRED Houdini/Mantra Maya/VRay nCloth Real Flow HOW TO APPLY Please submit resume or CV with a link to your demo reel to contact@asc-vfx.com
  22. Hi guys, a friend was asking if he had some moving points and for example there's a group by bounding box, so some points enter the group for a few frames. Is there a way to delete those points from the entire sequence? I was wondering the same thing myself, so I gave it a go using a SOP Solver. Check out the example file. delete_red.hipnc
  23. Hello Guys Im Ahmed Saady - Houdini FX Artist based in Iraq now i would like to share with you my latest houdini projects i have done and i hope you like them Also i'm available for freelance remotely work or full time position ahmedstudios@gmail.com Copa America Identity 2016 - beinsports Copa America - mainstudio 2016 Building Destruction - R&D All the information regarding of the houdini work is under each video description Thank you!
  24. We have a few projects coming in the NY branch and we are looking for freelancers. May also consider candidates outside the country. If you are looking for a permanent position you should also get in touch for a possible future opening. thank you
  25. This exercise files for those that want to learn the technique Houdini 15.5.480 Lighting v01.hip