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Found 84 results

  1. Hi! I want to attach a geometry (some voronoi fragments in this case) to a moving/deformed mesh, i.e. I want to deform my base mesh freely and the voronoi fragments follow the deformations (Position and rotation or normals directions) without stretch it. I already try it with Point Vop but, how can I send the information of N directions to each voronoi fragment? If I send it with Cd looks like this: I animated the geometry with a mix and a group generated with color. I hope that someone know how to do this. Your feedback is welcomed and thanks so much!! Constraint Obj Test 01.hipnc
  2. Hi there, working on a system with Houdini crowds in which I have a bunch of bugs writhing around on a dudes body. I can get one agent with multiple clips working no problem but when I try to add another agent (via a merge before I plug into crowd source) the clip attribute does not respect the agent group. That is, a maggot clip is being assigned to a mealworm for example. Of course the mealworm (second agent given to the agent group in the crowd source sop) gets screwed up in dops. While the first agent is fine. All of the examples I've found deal with only one agent. Is it possible to have multiple agents (say 10 different types of bugs) all working in the same crowd simulation? thanks in advance, nik
  3. Hello! im David and i would like to create a effect like the one in: alice through the glassdor like u can see in these video: i know is imposible to achieve that level but i have the animated curves but my problem is that i dont know how to make the liquid viscous in time so is gonna start freezing after being emited, and also how to say only emit fluid one time not all the frames, the spikes part i already have it1 thanks!
  4. You are a FX TD for several years now, love to work on movies with a very high quality and always wanted to work in one of the two studios worldwide with a HOUDINI based pipeline? RISE FX is currently looking for Mid to Senior Level Houdini artists to join our team ASAP for a very exciting feature film! Required skills: minimum 2 years houdini experience prior experience creating photo-real fx elements for feature film experience in shading, lighting and rendering with mantra, both fx and hard surface experience creating water, particles, explosions or destruction sequences is highly desirable Responsibilities: efficiently work to direction of vfx + cg supervisor’s creative and technical briefs create exceptionally realistic fx animation and effects work with animation + lighting as necessary in order to meet fx animation objectives ability to adapt your effects as the brief evolves If you are interested please send an email with a LINK to your newest SHOWREEL and a CV to jobs@risefx.com. We are always looking for meeting new talents to join our lovely team! PLEASE NOTE: You need a valid working permit for the European Union in order to apply. Unfortunately we can’t assist you in getting one for the moment beeing.
  5. Hi my name is Patar, Im FX TD/Artist i used to work as VFX supervisor for "infinite Studios Batam" doing several 3D TV serial and Feature Films. I look for new opportunities for remote work or full time(any place in the world). heres a few sample of my latest work http://www.mediafire.com/file/ostqwgb527u8bca/combinedNew.mov or Here also i attach my CV if theres any further uestion please dont hesitate to ask my email is patar3d@gmail.com ph:+62-87878516275 Best regards Patar PatarFerryChristianPardameanNapitupulu4.pdf
  6. 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.
  7. 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.
  8. 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.
  9. Hello! I'm Vladimir. I just finished CG Spectrum FX course and currently I'm looking for job. Thanks for watching. Best regards, Vladimir.
  10. 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
  11. 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
  12. 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?
  13. 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!
  14. 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
  15. 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!
  16. All of my latest work from projects including X-Men Apocalypse, Game of Thrones Season 6, and more. FX Reel 2016
  17. 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!
  18. 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.
  19. I'm sharing some personal work, done mostly by following the amazing master class from Saber Jlassi in Houdini ! Hope you like it
  20. 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
  21. https://www.instagram.com/chumakovvfx/ alekseychumakov1@gmail.com
  22. 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
  23. 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!
  24. 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
  25. 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