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Found 73 results

  1. Hi, I created a few assets in Maya PaintFX, and exported them as an alembic cache, the have animation of 100 frames. I would like to repeat those animations and loop them (or maybe even reverse loop them) or overlap the animation, as you would do in Maya. Houdini does not have animation options in alembic file, so how would you loop said animation? Thanks!
  2. Hey guys, I'm currently looking at FX TD career opportunities in New York. I'm open to working freelance, either on-site or remotely, and long term positions. My experience is nearly 2 years using Houdini. It was taught as the main software in my Master's program - Digital Effects at Bournemouth University, UK. After my graduation, I worked at Framestore NY on TV, commercials and VR. I had a 6 month contract with Framestore, which unfortunately they weren't able to renew due to scheduling and budgeting. References available upon request. In my time using Houdini, I have created a wide array of effects to a high level. These include: fluids, cloth, smoke, hair & fur, RBDs, soft bodies, particles, pyro/volumes. I also have a excellent knowledge of the vfx pipeline due to my professional experience and having worked on my own personal projects during my student days. I have extensive experience in Nuke and PFTrack, as well as 3DS Max, Maya, After Effects, Premiere and Photoshop. Please see my links below for my showreel and other details. I have eligibility to work in both US and UK as I have dual citizenship. Showreel | Linkedin | Vimeo | Portfolio | Resume Cheers, Mark
  3. Hi guys, trying to find a solution to render houdini flip sim in Maya Renderman, i exported a rib sequence from H, but not sure that i exported all the attributes (something to promote?) the rendering department here, doesn’t see the v att and Cd att in my rib sequence. my maya knowledge is close to nothing and i can' t check what s wrong with my export my first question is : could you explain me, guys, how to export from Houdini, a ready to render Rib sequence for mayaRenderman v21? second question is : is there tricks to read H attributes in maya?, connect it to shaders?, and also get correct velocity motion blur(since it's changing topology classic moblur doesn't work) thx by advance for your attention
  4. http://www.johnpattersononline.com/
  5. Hi I consider myself a new user of Houdini. Other than using it sporadically a few years ago . Been a Maya power user the last 12 years so I've been set in my ways I guess Anyways , I'm embarking on learning Houdini afresh for procedural modelling, and I'd like a few pointers and suggestions on what I should focus on Sorry for long post initially I'd like to get to grips with managing 'loop iterations' and creating multiple variations of assets which can be scattered or accessed using IDs. I'd normally write a python Maya UI and offer the user a 'step by step, now click this' type of approach which is .....because Maya I guess a simple exercise would be a field of cabbages : Import an alembic containing several leaves Duplicate n number of randomly selected leaves around a pivot repeat to make layers warp them to make them look a bit organic --do this n number of times and store results in a cabbage array -- take a random cabbage place it somewhere on a plane assign a random range rotate / scale --etc etc-- So from the above example I can see that I'd need some basic functions such as - gathering n number of leaf asset(s) IDs from an imported file -or splitting an imported geometry into different assets ( primitives ) - selecting n number of them - set their pivot to their minY - radial rotating them around a pivot - declaring the result as a new cabbage asset ID - have n number of these - scatter them across a plane - avoid intersections Without python it's pretty crazy to do this in Maya, with python it's easy . So what sort of nodes and workflow should I adopt in Houdini ? Can I avoid scripting ? Im guessing nodes like copyToPoints, group, transform are ones to use, but what about for loops and if ? Can I represent those sorts of queries in a node based manner ?
  6. hey all thought i'd just drop a grenade of Houdini work i put together over 2016 & early 2017 - nothing particularly complex - most of this is all stuff i've learnt off this forum and youtube video tutorials by ppl like @mestela @ParticleSkull @Farmfield @rohandalvi the guys at Entagma, Sidefx, and a bundle of other ppl whom i cant seem to tag like Ben Watts - i just want to say thankyou for all your help and tutorage on forums and the time you guys take to put all those epic videos together and encouraging me to learn cheers ant hoob (houdini noob geddit?!) this was my first project set in houdini - following tutorials and clearly inspired by Method (who isn't c'mon) and their video.. I then went away and did some more twiddling with sop based stuff to try some more fun effects - had alot of fun with this one - i love balloon boy lol... this was inspired by all the Hydraulic press channels and just trying a fun few setups... this one was inspired by Erik Fergusons fem stuff... and this one was an attempt to try some fun ragdoll/crowd sim stuff :)
  7. Hi everyone ! I need help for a project that I need to finish before next week, I have created a crack propagation (with VDB) on a simple geometry in Houdini, but unfortunately when I play the animation of the alembic exported file in Maya it makes crash the application… A workflow is described by Wayne Hollingsworth from gnomon here https://www.youtube.com/watch?v=RHLDS3SrZfs&t=3025s between 1:02:50 and 1:05:00 but once in Maya he uses Vray proxy import instead standard import to keep UVs. I share with you my houdini file (hiplc, h16), the alembic file size generated in houdini is under 100Mo As I am pretty new to houdini there are maybe some mistakes, if you see something wrong or if you have an idea to solve the problem, tell me thank you very much ! Alexandre calcification_v2.hiplc
  8. Hello! I would be grateful to be considered for any opportunity to work with some of you on a project. Please review my reel link below. I am the sole proprietor of FrameHaus LLC based in Las Vegas, NV and routinely work on remote projects of all kinds. I look forward to hearing from some of you soon! https://vimeo.com/217558652 Warmest regards, Tobias
  9. I am not able to emit fluid from mesh that I imported as ABC from Houdini. Getting this error. I also get the same error when I apply a MEL script that applies shaders randomly. // Error: file: /Applications/Autodesk/maya2016/Maya.app/Contents/scripts/others/dynExecFluidEmitterCommands.mel line 47: Object 'file1_106' not found. Attaching the abc file as well skelly2.abc
  10. Are you crazy about textures, shapes and colours and constantly looking for new inspiring creation challenges? Are you passionate about 3D? Do you consider yourself great technically and creative? Do you like playing around a variety of software to get your aesthetic and realism always higher? Do you sometimes dream of joining a multidisciplinary team of pioneers based in Montreal and feel you’d thrive amazingly in international ambitious multimedia experience projects? Here is our content reel for you to be inspired: https://vimeo.com/178357432 Moment Factory is looking for creative and expert 3D Artists in different aspects of the 3D pipeline with special interest for modeling, texturing, environment and FX. Our tools are Maya and Houdini. Please note: we are not looking at character animators or any other kind of specialist 3D animators but our 3D artists also animate objects and abstract images and, therefore, a knowledge of animation is a requirement for this role. Send me your CV/linkedIn profile and portfolio/Demo reel at julietb@momentfactory.com We offer to sponsor the working visa for non-residents in Canada. Some rules apply. Note: advanced level of English is necessary and only artists with relevant portfolio will be contacted.
  11. 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
  12. I have three individual components to this briefcase, the body, the handle rings and the handle, the body is a static objects and the other two are RBD packed objects, all concave. I am trying to get the handle to hang from the suitcase naturally but they are falling through each other, there is a slight reaction but i cant get them to completely react to each other. I have attached a zip of the three .obj files and the .hip file if anybody could have a look. Any help would be really appreciated ! Thanks! Assets.zip
  13. Hey guys, I have a scene with one object copied into thousands of points (particles). Since I'm using packed primitives, the scene gets super fast on Houdini but it's impossible to export it out. Does anyone knows what would be the best way to send it to Maya? Is there a way to, maybe, export it as a placeholder (a box for example) and, inside of maya, replace the box with the original object, maintaining it's matrix (pos, rotation, scale..)? Thx, Alvaro
  14. 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
  15. Hi all, I have a rigged character from Maya from which I did a Ragdoll sim and all is good. However now I want to do it as a FEM sim instead, to get some bulging when the character gets hit by an object. How would you go about doing this? While still having constraints on arms, etc. Thank you very much in advance. Cheers, Jonas :-)
  16. Hi, I have a rigid body simulation of a few thousend parts. I export the geometry from maya, simulate in Houdini and bring it back to maya. Of course all shaders are gone and I have to reassign the shaders to the simulated geometry. Unfortunately the imported parts are all named with the pattern: <rop alembic input node>_packed<somenumber> e.g. attributeDelete1_packed1618 It would help a lot if I could keep the object names because with valid names I could simply reassign the shaders. Does anyone know a way to keep the names if I import an alembic from Houdini back into maya?
  17. 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)
  18. I have an object shattering using a voronoi fracture, i'm importing it to Maya as an alembic cache but i have to manually select all of the inside faces of the cracks to texture them differently. Is there a way i can select all inside faces on a voronoi fracture object in Houdini to make things quicker? Thanks
  19. 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.
  20. FX Artist (Dynamics/Particles) 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. For a better idea of what we do, check out our branding video! https://vimeo.com/166223263 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://www.falconscreativegroup.com/en/about/careers/ Contract and Staff positions are available 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.
  21. You are a Lighting TD for several years now and love to work on movies with a very high quality? RISE FX is currently looking for Mid to Senior Level Lighting artists to join our team ASAP for very exciting feature projects! Required skills: experience with Maya is a must; Nuke and Mari are a plus experience in shading, lighting and rendering with Houdini and Mantra advanced knowledge of pbr shading techniques advanced knowledge of both traditional lighting and hdri based lighting using fg and gi techniques advanced knowledge of lighting and shading for multi-pass output good knowledge of scene file optimization for rendering Responsibilities: you can efficiently follow your cg supervisor’s creative and technical briefs you have a perfect eye for detail and realism you are able to adapt your light as the brief evolves you have the ability to work in a team of creatives you are comfortable in working with deadlines you have a great sense of humour 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.
  22. hey guys this is more of a general question so feel free to throw your comments in... so i have a character i've animated in maya - i wanted to get this into houdini and try and do some subtle muscle jiggle and muscle bulge/tensing on the animated mesh. so my initial thoughts were - export out the alembic then try and run it through f.e.m system - doesn't really bring much except jiggle & looseness - a little similar to a grains setup (there is a h15 masterclass on yt where a guy does something similar with piggyhead) so after that my thoughts are now leaning to this: 1 export out the basepose character/skel as fbx from maya 2 export out the anim as fbx 3 in hou - fasten muscles to those joints, paint in some weights and things to provide the muscle bulge/defo in the right areas - mainly pecs and arms for my test 4 attach the anim to the fbx character skel i've imported and fastened the muscles to 5 sim 6 export alembic out back to maya this is my total noobness approach and thought process - its probably massively overconvoluted but i would love to get some feedback on how this is done in feature films - i know there's a ton of propietary tricks and tech but any advice for a homebrew maya-->hou-->maya pipeline would be ace. Also any tricks instead of muscles - do chops do a good job or is there other tricks i can use?
  23. Hey guys, I really need some help here, I'm in the middle of a project and can't export the simulated cloth with proper UVs (exporting it as alembic / must work in Maya) Here are some statements about the situation: - if I export the grid mesh, with no simulation, the UVs are read correctly outside of Houdini; - if I export the simulation, directly from the dopimport1 node, it doesn't work outside of Houdini; - the UVs are ok when I import it back to Houdini (and unpack the geometry); - the cloth is gettin' ripped on my original scene, this way I can't use an attribute copy to get the uvs from the original mesh (since it's point count is changing); - If I import it to 3ds Max, it work's at the first frame but as soon as I run the timeline it get id of the uv. I can get the 1st frame uv to stick to the object if I add an Unwrap UVW modifier to it. Tried to export it from Max to Maya but it doesn't work; I did a quick test here in a much simplier scene, with a plane only and get the same problem. The scene file is attached + 2 exported alembics (with and without simulation) Thank's in advance Cloth Problem.rar
  24. Alright I'm still quite new to Houdini but I'm enjoying its shattering system and its dynamics are much more viable to use over the likes of Maya. My question is whether or not it is possible to bake object shattering and interactions with other objects as set keyframes. Reason for this is so I could possibly transfer it over as an FBX file to Maya. I apologize if this seems a bit obvious of a question. Thanks for any help, Belt
  25. 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.