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Found 6 results

  1. is there anyone who knows how look at works inside attribute VOP?
  2. Hello again guys. So I am trying to do a pyro sim for some pod doors (Some fbx I downloaded) but I find myself with that problem. It is not the first time it happend, It might have something to do with the scale but I dont know. Can you guys take a look? Houdini.rar
  3. We are only able to consider applications sent directly through our website. Please apply here: www.lumapictures.com/careers The Texture/Look Dev Artist is responsible for the creation of textures and shaders for CG creatures, characters, hard-surfaced and organic models to the highest quality possible. You can: Facilitate the creation of high quality displacement and normal texture maps prior to publishing to ensure consistency Design and write Arnold and Katana shaders to create the look desired by the client or VFX Supervisor Work closely with the Modeling and Lighting teams to ensure all textures/shaders are both technically aesthetically sound Generate and edit UVs Research and build your own reference library as well as contribute to the studio's reference database You have: At least five years of experience as a Texture Artist/Look Dev in a VFX Production environment A Bachelor's degree in computer science, computer graphics or the equivalent combination of education and experience A mastery of Mari, Photoshop, Substance Painter, Maya, Arnold and Katana Mudbox, ZBrush knowledge is a plus A technical understanding of color space A cultivated aesthetic sense and a keen eye for detail A traditional arts background is preferred but not required An inherent understanding of plate and image based lighting as well as full CG lighting Basic compositing skills in Nuke TD skills are beneficial An understanding of multi-pass rendering and 3D scene layout Experience as a Modeler is preferred but not required Strong communication and organizational skills An approachable, proactive, and accommodating attitude An innate desire to stay informed of current technologies Strong time management skills and the ability to balance priorities under the pressure of a deadline-driven production A team oriented mentality with a 'get it done' attitude An ability to thrive in a high-pressure environment An ability to take direction and implement feedback with a positive attitude
  4. TRIXTER Munich is currently looking for experienced Lighting & Look Dev artists. Location: Trixter Munich or Berlin Project: various projects -> feature film, tv series, etc Type of contract: Freelance (on-site) Responsibilities - Lighting and rendering a broad range of high-class shots, from photo realistic visual effects to full CG animation - Look Development of CG characters, props, sets and VFX elements - Additional tasks include preparation of on-set captured data (HDRIs) and creating pre-comps in Nuke - Develop visual solutions for specific effects - Realizing the artistic vision of the VFX Supervisor with possible guidance from the CG Supervisor and Lighting Lead - Consistently delivering shots that are creatively and technically excellent Requirements - Strong Artistic background - Minimum of 3 years feature film or equivalent high-res (2K) experience - Expert knowledge in Katana, Maya and Arnold - Proven in-depth experience in lighting, shading and rendering within a physically based renderer - Basic Nuke knowledge - Solid Linux / Terminal knowledge - Great communication and problem solving skills - Ability to work well within a team - Good English language skills Due to the immediate need of our current project, we are only able to consider applicants who are already eligible to work in Europe. We are very much looking forward to receiving your application! Please send us your CV, the earliest commencement date , demo reel and daily rate to laila.sleiman@trixter.de.
  5. We are currently looking for a talented and experienced 3D Look Dev Artist to join the crew at our Montreal studio. Our ideal candidate must have strong 3D skills with lighting in 3D environments and various 3D objects as well as experience in creating photo-realistic visual effects for film and television. Folks has built a solid reputation in the industry as an artist-driven boutique studio. We value detail-oriented design through teamwork and creativity. Our team is composed of some of the most talented artists and creative pros in the business. We are known for great storytelling through high-end visual effects. This is a full-time position available immediately. We offer a great work environment, salaries to match your skills and a comprehensive benefits package. If you think you’ve got what it takes to join Folks, please forward your resume to jobs@folksvfx.com to set-up an interview.
  6. Hey guys, I have a bunch of planes on a copy sop and I need all of them to be always "looking at" the camera. I found this topic at sidefx' forum showing how to make it at sop level (I know, at obj level it's quite easy ), but I couldn't make it work. This is what they did there: I actually don't know what to put at the "lookat_path". How can I put a path to another object, like a camera, in there? Thank's Alvaro
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