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Found 139 results

  1. Hello, I was wondering if it's possible to create velocity vectors from an animated sequence (texture). Ideally something similar to Optical Flow. I can extract movement from geometry (eg. use trail to generate v vector of animated VOP) and I can do basic image analysis (eg. convolution kernel operations on coloured points using VOP) so I feel it could be kind of possible to do it but can't get my head around it. In terms of results I'd like to create a particle system that reacts to an animated texture (eg. overlay particles on a animated texture and have them follow the movements in the video) thanks!
  2. Hey guys, I have a mocap data where I pluged scatter points on the player and calculated the ones on the floor for each step, what I need to do is an FX of the jump, only when the player jumps display trails or particles, any suggestions? ! Thanks!
  3. Hey guys, So I saw this series of photographs by an artist called Marcel Christ and wanted to produce a similar effect. Here is a reference image: I have been trying for the past few nights and wasn't able to get anywhere close to this look. There is a lot of detail once the smoke leaves the source and I wasn't able to replicate that. Is it a matter of having a lot higher resolution? Here is a render of what I have now: Current file: 0018_od.hip Also there is a test on Vimeo by Jeong Yeon Son that looks great: I don't get how to produce so much density from these seemingly small sources (the density seems to increase after it left the source..) I'm going to continue working on this and try different things, if anyone can take a look at my current file or has an idea I would love to hear it! Cheers H H X
  4. Hello, its my first time posting here. I am using a particle network to generate trails using the trail SOP. In that trail SOP, I would like to give each trail a different length but I have no idea how to do it. Thank you all. particleTrail.hipnc
  5. 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.
  6. Hi! Just want to share my last work, a magic reconstruction of a world globe. It contains DOP sop solver, smoke by color, advection by smoke and fog, basically. Hope you like it. Pol https://vimeo.com/207149300 Job searching as vfx generalist. https://vimeo.com/polvilla particles.mov
  7. Hi, so i finally decided to make the jump to learn Houdini i come from a cinema 4d background and i truly wanted to learn how to replicate this effect here this was created using the xparticles plugin in cinema 4d the basic idea behind the whole thing is to generate particles and then make the particles stick and slide over the surface and use them to generate those trails although any ideas where to start?
  8. Hi, Let's say I have a bunch of points that I have created, and I want to treat them as particles in a popnet - how do I do this? Is it possible to do this without emitting from the source points for one frame? I noticed that you can set the initial geometry for the popobject node, and gravity and forces do effect these points, but no pop nodes do anything at all. How do I get the pop solver to consider these points as particles? I have attached a simple example. (Note: The popsource node has the Geometry Source set to 'Use DOP Objects', but this is undocumented) Points_as_Particles.hipnc
  9. Hello! I was wondering if anyone knows a way to run a flip simulation over specific geometry. The closest visual reference I can think of would be the workflow from Moana. Would you have to turn the geometry in to a fluid object, or is there some way to have the simulation run on top of the geometry?
  10. Hello Guys, I have some issue with @orient values for particles on POP context after plugging POP torque / POP spin.When I plug one of this nodes my copied geo on particles start look like on ex_v01 gifBefore sim I randomize v@N for random look instanced geo after coping to points.When I bypass POP drag / torque all look fine randomized, because I think use Normal for adjust orientation, on randome direction gif you can see it.How I can randomize orientation value at the beginning of simulation particles?Thanks advance!
  11. Hi, I'm a beginner with houdini and I'm trying to procdurally paint some geometry based on a particle scattered over the top of it. So would like the particles to represent the hit locations of the paint node. I know I'm supposed to use attribute transfer but was just a bit wondering how as attribute transfer feels in two values and the paint value also feels in values. Thanks in advance, -spacebindi (beginner)
  12. light

    Hey everyone, I'm working on the scene of water effect. I project a texture (.exr format) that there are few spot lights on the image to a grid card through a constant shader, in order to catch the reflection from the projected lights on ocean wave's surface and big spray ( created by millions particles), and there are 4 lights ( envlight, 3 other lights ) in the scene. Then, I render the wave and spray all together. For the moment, the passes I use are: color(RGB), normal, all_emission ( created by Mantra- Extra Image Planes- click " Combined Emission"), depth of field, id. I could do some adjustments in Nuke by using those passes. the lights on the card are reflected on both wave and spray very well on the color(RGB) pass. But on the all emission pass, the lights from projected card are only reflected and restored on wave surface, not on the big spray ( particles). So I couldn't grade them down and up by using this pass. I tried to assign the wave's material to the big spray ( particles ) , it still doesn't work. Does anybody have the same situation, and how can I solve the issue ? I know that I could use other method to grade separately in comp, however, I would like to know the reason. Thanks very much!
  13. Hi guys, I've hit a bit of a wall in the new version of POPs. I have a deforming mesh (skinned character), which I have scattered points on. What I'm trying to achieve is a set of particles that are essentially locked onto their source point until a certain time or proximity from some sort of gizmo, and then morph to the position of another set of points. I have been able to achieve this in the old version of POPs using a position node, but it's rather slow. However I can't seem to figure out how to achieve the same thing in the DOP version of POPS. Any help would be great appreciated. Thanks
  14. Hi guys! Im doing some final touch ups on a project and I need some help with some particle behavior. Im re-creating a seahorse giving birth for a crowd and particles project and the babies (particles) look like they are shooting out like a machine gun but in the reference they are coming out more in bursts and are swirling around (being underwater of course). Im controlling the impulse birth rate and impulse activation in CHOPs (inside an OLD POP net) and I cant find enough docs or resources on how the advect by volume works in old pops. I tried to re-create Tokerus advect particles setup in my old pop net but to no avail. Ill provide the reference, what i have currently rendered and my .hip file. That would be great if someone could point me in the right direction. Thanks alot guys. Let me know if you have any more questions or if you need more info heres a link to the reference video https://www.youtube.com/watch?v=b_nEA3dtOZs and heres a google drive link to what I have managed to come up with so far https://drive.google.com/open?id=0B-mSmcQH6CSgNkp4NTlzRjg1Z0U Cheers Seahorse_Project_for_ODFORCE.hipnc
  15. 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.
  16. 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.
  17. 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.
  18. Hey guys, I'm testing some cloth simulation using PBD but couldn't find a way to constraint some areas of it. I don't want to constraint it to another object, just want to make those particles to be "frozen". Can someone give me some ideas about this? Thank you /Alvaro
  19. Hi! I'm pretty new here and haven't played around with Houdini too much. I'm doing these little explosions as a way of learning the software and then sending it to C4D which is my main 3D package to render and composite etc. I'm trying to fire out how to make my particles to emit smoke and can't figure out no matter what. I read many topics on this but the whole node based thing is pretty new to me. What I did in this attached scene was basically have a particle animation I liked and then clicked on 'explosion' from the pyro fx shelf. It seems to add all the necessary nodes but I don't see any smoke coming from the particles, only these rainbow colored trails. Sorry about my ignorance, I know this must be so simple but I'm really stuck. Any help is appreciated Thanks explosion2.hiplc
  20. Hi, I created a stove and i emitted particle from it, the goal of the exercice is to know how to emit smoke from the particles. I use houdini apprentice non-commercial v15.5.632 Thanks you .
  21. Hey Guys, Im working with a particle simulation and I cant seem to figure out how to get the colors generated in the particle sim to apply to the shader being applied to the instanced geometry. Any help would be awesome. OT111_0010_glitter_v001.hip
  22. Hi ODForce! First sim, first post, super newbie... we just started working with houdini at work and we have a whole serie of blood splatters simulations to create. We would like to have them as much art directable as possible, so I am trying to control my flip fluids emission from standard particles. How can I emit from a standard particle system?... what operators or workflow do I need between the two solvers? Currently when I try to "emit particle fluid" from an existing particle system it says no surface detected or something like that. Thanks!
  23. Houdini FX 15.0.313 Im working towards creating a stream of particles that hits two characters in the scene, mimicking water from a small hose at high pressure. Everything looks great in the view port but when I render the motion blur is sporadic and showing up as if the particles have very jittery motion when all they should be doing is travelling in one general direction. I tried using a trail node to generate velocity data but it doesnt seem to fix the issue. Any ideas as to what is causing this? Any way to get around it? waterSpray.hip
  24. Houdini FX 15.0.313 Im working on a scene where two characters are being hit with a stream of water (particles) and I cant seem to get what im looking for. When i set the particles to die when they hit the ground plane or even just change their life expectancy the motion blur becomes very sporadic as if the particle system is being affected by a noise filter. With the particles set to full life expectancy and the collision detector removed I get really nice motion blur but too many particles that stay way too long. Is there a way to get accurate motion blur without running into this issue? waterSpray_point.hip
  25. Hey guys! Not really been active here, but planning on changing that I've ran into a little issue and i'm not sure why it isn't working, so I thought I'd try to ask on here. I have some particles following a curve using popcurveforce. I want to be able to influence the thickness of the radius so I made a maxradius attribute on my curve which i'm ramping. I was assuming it would pick up on the attribute but it doesn't. Anybody know? I've attached a HIP file. Cheers! maxradius.hipnc