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Found 96 results

  1. I have a load of RBD packed objects smashing on a Ground Plane, they're all intersecting by a consistent distance through the Ground Plane, the RBD packed objects are all convex hull rather than concave although changing between the two doesn't seem to make a difference. I've tried replacing the Ground Plane with a static box and trying different geo representations on it but that doesn't seem to work either. Any suggestions on how to fix this would be really appreciated! Thanks
  2. Hi, I am creating a "velCombined" attribute which I would like to print as a float value which I would then be able to copy/paste relative references. I was not able to find out how to do specifically that. Please help Thanks
  3. Hello everyone, so we finally got the full FX license for Houdini and I merrily went about rebuilding a setup that I built in the apprentice version, some FLIP shenanigans. The apprentice version wouldn't simulate when I enabled checkpoints, I thought that was so you can't simulate in apprentice and use the cache in the full version. But now I've got the paid license and the problem persists. I set up the checkpoint file name but no matter what interval or trail length I set, all it ever does is simulate frame 1 and write it to disk, then stop simulating the DOP network, showing me memory cache blue in the playbar and just playing the animation. I'm stumped. Is there anything I'm missing or is it a bug in H16? Any help is appreciated. Thanks in advance Paul
  4. 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
  5. Hello! Do some of you sometimes use Fluid Force node? I want to have my fluid having influence on meshes, and I cannot manage to set the node properly. If you use another method for this, I would be happy to learn it. Thank you! leafNdrop.hip
  6. Check out the new tutorial about creating explosion with pyrofx in Houdini. https://www.cgcircuit.com/course/explosion
  7. Hi Jellyfish Pictures in London are looking for an experienced FX artist to work on a major feature. You will be joining a small team working on a very exciting project, responsible for producing pyro and associated fx elements. We are looking for someone to start very soon - if you are interested please drop me a line with a link to your reel: dave.cook@jellyfishpictures.co.uk I look forward to hearing from you! Dave
  8. I have an animated cabinet that i have imported to Houdini from Maya as an FBX. I want to drop cutlery into one of the draws in the cabinet, i have imported the spoon .geo and made the cabinet a static object and the spoon an RBD object. when i drop the spoon onto some parts of the cabinet it lands fine. I want to drop it inside the draw before it opens but when i position it above the draw and play through it doesn't move, it is just frozen in the air. Im guessing its a problem with bounding boxes? Sorry im new to Houdini any help would be greatly appreciated! (Sorry for the bad angle, the draw is closed)
  9. Houdini FX artist specializing with hair and curves generations is needed for on-site contractor work in the Silicon Valley / Los Angeles area. Must have the ability to work within a VRay/Maya pipeline and create, rig and control intricate patterns like below: https://vimeo.com/59736707 Please send demo reel and examples to: joelangmuir@gmail.com and I will forward to my manager and recruiting.
  10. I have inside information that Arenanet is looking to hire a Houdini FX artist soon. This job posting doesn't specifically mention Houdini, but I've been told that they want to get someone with Houdini experience. https://boards.greenhouse.io/arenanet/jobs/585233#.WMGhjPnyvup
  11. 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.
  12. 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
  13. 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
  14. 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
  15. 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!
  16. 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.
  17. 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
  18. 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.
  19. 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.
  20. 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.
  21. Hello! I'm Vladimir. I just finished CG Spectrum FX course and currently I'm looking for job. Thanks for watching. Best regards, Vladimir.
  22. 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
  23. 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
  24. 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?
  25. 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!