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Found 37 results

  1. Hi everyone, We're currently looking for a talented Pipeline TD and Pipeline Assistant to join us at our 80-seat facility in Bournemouth, UK. This is a fantastic opportunity to join a burgeoning pipeline team and make your mark on an exciting young VFX operation. We work across feature film, high-end TV and commercials simultaneously and have recently worked on Jurassic World 2, One Strange Rock, Electric Dreams and 47 Meters Down, to name a few. You'll find the individual job specs at outpostvx.co.uk/careers. CVs to talent@outpostvfx.co.uk please. UK-eligible applicants only. Thanks for reading!
  2. Hey everyone, I just released my Pipeline called Prism, which I developed over the last few years. Prism is an artist-friendly Pipeline, mainly for animation and VFX projects, but it can help anyone who works within the CG industry. Prism does not only manage your scenefiles, exports and imports, but it also takes care of your playblasts, renderings and more. Prism works with many industry standard tools out of the box. This includes Houdini, Maya, 3ds Max, Blender and Nuke. And finally, Prism is free to use! Here is a short introduction video of Prism: https://vimeo.com/265003976 You can download it for free on the website: https://prism-pipeline.com/
  3. Houdini Lighting Artist - Interference Pattern

    Houdini Lighting Artist Interference Pattern are recruiting for a full-time Houdini Lighting Artist. The Role We are looking for a Houdini Artist to take a lead lighting role on projects. An ideal candidate would also be skilled in Nuke (or similar compositing package). The Role requires a broad knowledge and experience of the entire 3D Pipeline, with a focus on producing polished lit shots. We appreciate that potential candidates may have varying levels of experience; we are primarily looking a proven track record in turning out great looking work using Houdini and a candidate who can demonstrate a strong sense of visual aesthetics. Responsibilities Responsible for final Houdini 3D scene assembly and output, including Digital Asset creation, setting up lighting and rendering final outputs. Working closely with a project’s creative team, directors and clients to define the best approach and execution for projects. Optimize and troubleshoot lighting and rendering problems. Additionally candidates may be asked to work on compositing final shots dependant on experience. Shading/texturing work as and when required. Requirements Demonstrated knowledge and experience of Houdini within a production environment. Strong understanding of multi pass 3D rendering and compositing. Strong understanding of lighting/shading/texturing principles and techniques. Knowledge of rendering techniques and optimization processes to minimise render times. Ability to work within a style established by the Client / Creative lead. Experience with Nuke or similar compositing package (eg Fusion). Programming or scripting skills would be beneficial, but not essential. Ability to problem solve and predict potential problems. Strong communication skills are critical. Artist must be able to work within a team, taking direction and exercising attention to detail. Solid work ethic and a positive attitude in the face of challenges Strong time management skills and organization. Minimum of 3 years production experience and a degree qualification required. If candidates do not possess a degree, 5 years production experience required. Degree and work experience requirements may be waived if candidates can show exceptional skills. Currently be able to work in the UK. Able to be located on-site in Edinburgh About us We are a small and perfectly formed animation studio based in Edinburgh, one of the most beautiful cities in the UK. We do a diverse and interesting range of work, including documentary features, commercials and original shorts. Application process To apply, please send us your CV, cover letter and links to an online showreel or portfolio to info@interferencepattern.com Job Type: Full-time
  4. How to compute timewarp from nuke

    I have sim cache in linear timespace and a timewarp curve in .chan file from nuke, and I want to get difference of time change from it to use as a multiplier for increasing velocity in motion blur. For now I`m stuck on my on e solution: I use slope node on timewarp to calculate the differences in time change, but I`m not sure that this is a right solution. frame_camera_expChan.chan timewarp.hip
  5. Field-O-Spheres

    This is the first thing I've done that I'm legitimately proud of. Simple, but a lot of fun! Took inspiration from Brandon Woelfel and a lot of the scenes in Pop's Dinner in Riverdale. Any feedback would be great
  6. Senior Compositor (Contract Position)

    The Embassy VFX is a Canadian, Oscar-nominated production house, specializing in live-action production, post-production, and animation for feature films & commercials. We are currently looking for a Senior Compositor to join our team for work on upcoming feature, television and commercial work. We require someone who is able to work in a fast-paced environment to deliver an extremely high level of work. Please note: At this time we are accepting applications only from those artists who are legally eligible to work in Canada (ie Canadian citizen, permanent resident, or currently hold a work permit). Click here to apply: https://the-embassy-vfx-inc.hiringthing.com/job/25436/senior-compositor-contract-position Principle Duties & Responsibilities Establish certain looks and/or solve particular design or effects challenges for key visual effects shots Full shot compositing including paint and roto when required Working within studio best practices, follow guidelines, and keep scenes clean and organized Prioritize and revise work based on direction from supervisors Meet project milestones and deadlines on time Education, Experience, and Skills Required Strong knowledge of compositing workflow and other major aspects of post-production Possess a keen eye for colour and colour matching Ideal candidate will have 7+ years industry experience in commercials, film or TV Strong understanding of multiple aspects of the VFX pipeline Be comfortable working with clients Excellent communication skills We Offer Competitive salary based on experience A fun and collaborative environment Emphasis on work/life balance Ample cross-training opportunities Dog-friendly workplace
  7. Having a heck of a time simply trying to install PG Bokeh for Nuke 11 NC on my Ubuntu setup. My understanding is you need to alter the environment variables for Nuke? Feedback direct from peregrine said I should edit my .bashrc file So, I added the following line to my bash.bashrc file in /etc/ And copied the downloaded PG Boken blugin folder to the plugins folder inside the above Nuke directory What is the difference between bash.bashrc and the hidden .bashrc in my home directory? If I try and edit the latter I get an error 'editing files in a writable directory is not permitted' Still no luck Can anyone help? Wouldn't it be easier to make the plugin an actual installer?
  8. Thought I'd post here as I don't seem to have much luck on the foundry's 'new' forums. Post a couple times this past year and not a single answer! Trying to simply install a demo version of PG Bokeh to Nuke 11 NC on a Linux (Ubuntu) system. Conflicting information. First tried simply copying to home directory,keeping original directory name and renaming to simply 'pgBokeh' /home/jim/Nuke11.0v2/plugins/pgBokeh Then in my node graph tabbed and enterer selected 'Update' then return No Bokeh or PG Bokeh is available! Further googling came across this page on the Foundry's website https://www.thefoundry.co.uk/products/nuke/developers/110/ndkdevguide/intro/pluginbuildinginstallation.html#intro-building which suggest I should have a directory as follows /usr/local/NUKE/x.x/plugins/ Sorry, there is NO directory labelled /NUKE/x.x/plugins/ in my setup. Can anyone help?
  9. Senior Compositor (Contract Position)

    The Embassy is a Canadian, Oscar-nominated production house, specializing in live-action production, post-production, and animation for feature films & commercials. We are currently looking for a Senior Compositor to join our team for work on upcoming feature, television and commercial work. We require someone who is able to work in a fast-paced environment to deliver an extremely high level of work. Please apply through this link: https://the-embassy-vfx-inc.hiringthing.com/job/25436/senior-compositor-contract-position Please note: at this time we are accepting applications only from those artists who are legally eligible to work in Canada. (ie Canadian citizen, permanent resident, or currently hold a work permit.) Duties Establish certain looks and/or solve particular design or effects challenges for key visual effects shots. Full shot compositing including paint and roto when required. Working within studio best practices, follow guidelines, and keep scenes clean and organized. Prioritize and revise work based on direction from supervisors. Meet project milestones and deadlines on time. Requirements Strong knowledge of compositing workflow and other major aspects of post-production. Possess a keen eye for colour and colour matching. Ideal candidate will have 7+ years industry experience in commercials, film or TV. Strong understanding of multiple aspects of the VFX pipeline. Be comfortable working with clients. Excellent communications skills. We offer Competitive salary based on experience A fun and collaborative environment Emphasis on work/life balance Ample cross-training opportunities Dog-friendly workplace
  10. FX TD, New York

    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
  11. I am coming up to my final term at Gnomon school of vfx and have the option to do an internship/externship as part of my credits. I feel working in production is where my studies fall short but other that I am rearing to go and become part of a team. I have been working mostly in houdini and rendering in Mantra, Redshift or Vray. Focusing on fx with a side interest in lighting and compositing(nuke). Please take a look at my reel, all of my contact details on in my reel, any feedback is welcome. Thank you.
  12. Sailing ship - Houdini

    Houdini 15.0 - simulated using flat tank, and custom forces added in front and back of ship to get the wakes.render time : 15-20minsrendered in mantra and comped in nukeThanks to my mentors who taught me the awesome tricks to achieve the results.model downloaded from - cadnav.comAny advice or feedback appreciated.
  13. Hello, I am having strange issue - renders coming out of mantra aren't displayed consistently in various apps. I believed that I would be safe with EXRs as they are linear and should be properly displayed in apps. Pixel data are identical when inspected pixel by pixel. However I noticed slight difference when displayed in mplay, nuke, rv, djv_view Any ideas? I made sure that in Nuke I am loading linear exr and no custom lut / IP is being used in viewer. I attached sample exr so that you can test it out. Thanks, Juraj img.exr
  14. Hi, I am an experienced Software Engineer with a good eye for Visual Effects. I have over more than 10 years of experience in developing advanced software systems for simulation and animation companies. In addition, I've invested that last 5 years exploring and educating myself all about Visual Effects. Below is my demo reel. Please check https://www.linkedin.com/in/khaledabdelhay for more details on my technical/artistic skillset.
  15. I have experience using deep rendered images as a compositor at large facilities, and while the file size is large, the ability to work in nuke while slower is still functional and the benefits of the deep render outweigh the file size and comp slowdown. I am doing some testing with Houdini for a whitewater sim and the DCM output is gigantic.. depending on the particles on screen, file size maxed at 3.2 GB for an exr frame. Nuke needless to say can't handle this, even Houdini's output of a DCM with a relatively small amount of particles will bring Nuke to a dead crawl. It seems like there are quite a few DCM settings buried. Does anyone have any experience on optimizing the DCM settings to get a result that is good but saves on file size and computing for Nuke? Cheers, Ryan
  16. NEW TUTORIAL: Alembic Vector Motion Blur Tutorial- A Houdini, Maya, Arnold and Fusion or Nuke Workflow Thanks for watching and Sharing! If you have any suggestion, please come them in! Thanks
  17. I'm trying to generate a motion vector pass for use in Nuke later. The way I've usually done it is like this, inside a shader: http://imgur.com/tSbatjM Well that's not working now, and strangely if I set all the motion blur settings to 0 but I enable motion blur I still get motion blur. http://imgur.com/7htfLLi When I change the shutter time setting on the camera in the scene, that seems to be influencing the motion blur. http://imgur.com/gNgKfru Is there any way I can extract a useable motion vector pass for Nuke from what the camera is seeing, or am I going about this all wrong?
  18. Hey guys, Our tracker asked me to write him out a 2d UV map today from Houdini because he was running into a bug in Nuke where the resulting UV Map would have a missing .5 pixels on each side of the frame for a total of 1 missing pixel . However, when he generated the UV Map out of out of 3d Equalizer it was correct and it was not missing a pixel. So I took a crack at it and ran out said UV Map from Houdini, and sure enough it came out identical to Nuke's UV Map with the missing pixel. If I load in the generated UV Map into Nuke as an STMap input and add a checkerboard with the same res as the UV map into the STMap node and compare them, the difference in resolution is very clear. Has anyone run into this or is there a reason for this behavior? Any ideas would be appreciated. Houdini 15.0.347
  19. We are bringing our D&AD Black Pencil and Cannes Gold Lion awarded design and motion studio Stateside in Summer 2016 and are looking for world-class talent to join our core LA team. You will be one of the elite founding members: ready to jump into high-concept projects for forward-thinking brands immediately. Our formula in London the past nine years has been simple and successful: produce exciting, high-end creative and effective work, executed by best-in-class 3D and VFX technical artists. And, crucially, to have fun doing it. We are all creative contributors, whether we work on the more conceptual or technical end of the spectrum. We thrive on a melting pot mentality, where artists can take pride and ownership in producing shots from start to finish using their broad range of skill sets, while still contributing their knowledge and expertise on a collective scale for the greater good of the studio. We are looking for middleweight and senior talent: Designers, Directors and VFX/3D artists with a strong design sensibility. We are not proscriptive about the path that you’ve taken to get here. Whether you’ve arrived at 3D and motion design via the fine arts, engineering or natural sciences, we appreciate unusual perspectives. Some processes and programs that we like to use: Our main pipeline tool is Cinema4D. We render in Arnold or VRay4C4D. Houdini is our big gun for the more complex stuff. From time to time we like to use Maya as well. Compositing happens either in AfterEffects or Nuke. Available Roles: Senior Designer/Creative Lead 3D/VFX Artist Motion Designer Applications may be sent to LA@mvsm.com. All applicants must be legally able to work in the United States. The ManvsMachine team in LA will enjoy the same generous vacation allowance as their London counterparts. Just like them, you should have a great sense of humor, a belief that mass communication should never preclude good design, and a devastating ping pong serve.
  20. Hiya, I, Taher and am a freelancer from India seeking job as a houdini vfx artist/ vfx artist and editior. I am open to freelance jobs too from India and overseas.
  21. Method Studios - Pipeline Developers/TDs

    Method Studios Vancouver is currently in search of Pipeline Developers/TDs to join our Software Pipeline team. We’re looking for a variety of skills to complement the existing team, ranging from plug-ins, to 3D applications, and general workflow tools within Maya, Nuke, or Houdini. We’d love to talk to you! Responsibilities and Duties Design and develop software to address production demands Maintain existing workflows and tools Solve challenging production problems by creating new tools or modifying existing ones Communicate with productions to confirm tools achieve their desired goals Required Undergraduate / Graduate degree in Computing Science or related field 3+ years experience of code development Proficiency coding in Python Familiarity with Linux Excellent problem-solving and communication skills Desired C++, HTML5, CSS3, JavaScript, PyQt are an asset MongoDB, Postgres, MySQL Maya, Houdini, Nuke Linux, Windows, OSX V-Ray, Renderman, Mantra Massive Qube, Rush Please e-mail van-recruiting[at]methodstudios.com with your résumé and your upcoming availability with subject line “OD Force Pipeline” and your name, as in: “OD Force Pipeline – John Smith”. We thank all candidates in advance for applying but only those selected will be contacted for an interview. ————————————————— Located in Vancouver at 50 W. 2nd Avenue, Method Studios is an award-winning, international visual effects group with facilities in Los Angeles, Vancouver, New York, London, Sydney, and Melbourne. As an artist-driven company known for its creativity, Method Studios services high-end feature film, commercial, television, games, and motion graphics clients in the global marketplace. Built around an exceptional team of VFX professionals, our international facilities provide a full range of services including conceptual design, look development, on-set supervision, 3D animation/CGI, matte painting, compositing, and finishing. With its global reach accented by its boutique accessibility, the company has the capacity to service its clientele wherever production is situated. Recent feature credits for Method include: “Ant-man”, “San Andreas”, “Avengers: Age of Ultron”, “Night at the Museum: Secret of the Tomb”, “Jupiter Ascending”, “The Maze Runner”, “The Giver”, “The Judge”, “Into The Storm”, “Snowpiercer”, “X-Men: Days of Future Past”, “Transformers: Age of Extinction”, “Maleficent”, “Thor 2”, “Cloud Atlas”, “Argo”, “Dark Shadows”, “Twilight Saga: Breaking Dawn Part 2”, “Abraham Lincoln-Vampire Hunter”, “Journey 2: The Mysterious Island”, “Clash of the Titans 2”, “Contagion”, and “Elysium”. Upcoming feature work include: “Pelé”, “Tarzan”, “King Arthur” and two upcoming Marvel projects!
  22. Hey, I have time seeking any motion vector pass somewhere in odforce, nothing work as fine for now, so any know the method of get motion vector pass from mantra pbr using all scene animation as alembic, camera moving, etc with houdini 14 ? thanks in advance Carlos
  23. Hello, I am working on a school project and we decided to try deep workflow. But I am encountering many problems as I have nobody to explain me the correct process. Today I managed to solve very weird problem - when I imported into Nuke deep sequence rendered with htoa I wanted to composite a card with texture into it. Because sequence has moving camera imported deep seemed to be flowing in space (I understand why - Nuke aligned deep data to origin so it is flowing because distance changes). The next step should be setting camera input into deeptopoints node. This should transform pointcloud to their static place (geometry is static) . But it did not. When I set camera into deeptopts node the pointcloud changed a little bit but remained flowing in space. I cannot understand why because in theory it should stick to its place. So after hopeless trying of various modifications (changing camera units, importing camera from maya...) we came up with a solution. Now it works but I don't understand why. The solution is really strange but it consists of using deepexpression node and dividing deep data (not color) by number 68. It sounds silly but it solved problem - points are transformed to their correct position. Any ideas why so strange thing happened and why 68?
  24. I wanna do some slap comps without using nuke, I need shuffle some channels to create the comp. there is a node like shuffle in houdini? Thanks
  25. Pipeline Technical Director - Digital Domain Vancouver Location: Vancouver, BC Summary: Pipeline Technical Directors are responsible for improving the overall efficiency of the facility-wide production pipeline. They design, implement, and manage tools that assist the digital artists with their daily use of both third party and in-house software and systems. These tools are intended to make the computer graphics production as efficient and productive as possible. Pipeline TDs work with peers and supervisors to craft novel tools, techniques, and procedures to aid the execution of the current project and advance the capabilities of the facility. The role requires strong technical and communication skills, as well as a firm understanding of software design, graphics, and production work flow. Principal Duties and Responsibilities: • Work with other TDs and artists to help design and create tools to be integrated into Digital Domain's existing pipeline. These tools will be created using a combination of custom and commercial Python and C++ APIs- including those applicable to Nuke, Maya, and Houdini dependent upon the emphasis of the specific role. • Work with department representatives to augment their work flows and tool sets to achieve specific goals of the project • Work with artists to troubleshoot and fix problems • Craft and update documentation for tools, techniques and work flows generated by the Technical Director Education, Experience and Skills Required: • 3+ years experience as a Technical Director • Degree in Computer Science, Engineering, Mathematics, or equivalent work experience • Practical knowledge of Python strongly desired, knowledge of PyQt a plus • Working experience with one or more professional graphics packages, including Maya, Houdini and Nuke • Proficiency in one or more professional graphics package C++/ Python APIs, including the Maya SDK, HDK, Nuke SDK, Mental Ray SDK, and Prman SDK preferred • Proficiency in applicable domain specific programming language(s) including Mel, HScript, RSL, MetaSL To apply for this position submit an application at www.digitaldomain.com/careers/ Please select Vancouver from the location drop down menu
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