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Found 20 results

  1. Pipeline TD needed - TRIXTER

    TRIXTER is currently looking for a Junior Pipeline TD to complete our Pipeline team. Long-term contract. Location: Berlin/Munich, Germany. Responsibilities: · Respond to incoming support issues and clearly document solutions · Maintain and support custom tools across the whole Visual Effects process · Troubleshoot and analyze software/process failures · Design and implement solutions for on-going production needs Requirements: · EU Citizenship or valid German work visa · Proficiency in Python · Understanding of Linux operating system · Experience with version control systems like Git, Subversion, Mercurial. · Exposure to VFX software like Maya, Houdini, Nuke or Katana is a must. · Good English language skills. Desirable Skills: · Capable in other languages; C/C++, TCL, Javascript · Experience with GUI programming (Qt, Tk, wxWidgets) · Strong math skills (mostly linear algebra and trigonometry) · Understanding of computer graphics languages; (OpenGL, Cuda, WebGL, …) To apply please send you CV, availability and salary requirements to jobs@trixter.de
  2. PIPELINE TD NEEDED

    Hi everyone, We're urgently looking for a solid Pipeline TD to join our growing team in Bournemouth, UK. Must be eligible to work in the UK. Desired knowledge/expertise: Maya, Houdini, Redshift, Golaem Crowd, Python, Deadline, Windows and Linux, UI design, solving per show render and data-flow challenges, liaising with department heads. We are an 80-seat full service VFX studio working on film, TV and commercials. Recent projects include Life, 47 Meters Down, Philip K Dick's Electric Dreams and Nocturnal Animals. We are looking to expand even further over the coming months to accommodate a number of big shows that we've won recently. We operate a little differently to a lot of our contemporaries, putting staff treatment first and encouraging healthy work/life balance through 7-hour working days and discretionary overtime/TOIL for the odd occasion that deadlines stack up. We're five minutes away from the beach, too. If you get the chance, please check out what we've been up to at www.outpostvfx.co.uk! IF YOU'RE INTERESTED, PLEASE EMAIL US AT TALENT@OUTPOSTVFX.CO.UK. Can't wait to hear from you!
  3. Hi, I am trying to setup some pipeline env-variable on Windows.I am currently thinking of batch Scripting.For example i am creating "SHOW" env-variable using C:\Windows\system32>setx SHOW "SPIDY" /m SUCCESS:Specified value was saved. It adding properly SHOW env-variable to system. Is there any way to create a alias so that I need to type only "SHOW SPIDY"?
  4. Distributing sims with afanasy

    Does anyone uses afanasy to do distributed sim? Afanasy has a mantra renderer but did anyone managed to send a sim job to farm. Latest sidefx classes by jeff shows how to distribute by hand but i couldnt think of a way to write afanasy submitter. Git hub submission if you'd like to get updates: https://github.com/CGRU/cgru/issues/153
  5. 3D Pipeline TD - Folks VFX Montreal

    We are currently looking for an experienced 3D Pipeline TD to work with our crew at our Montreal studio. Our ideal candidate must have a good understanding of scripting languages including Python, the technical ability to help design and implement pipeline tools and a proactive approach to streamlining the 3D process. Our 3D Pipeline TD will also possess an expert level understanding of the VFX pipeline and great problem solving skills. 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. Let's say I have an asset I have created with a number of dependencies to the files system, from ready flies, to caches, to creating point clouds and a not trivial (aka linear) approach in which the asset, based on certain conditions or user selection does one thing or another. If I want to publish this assets and all its dependencies to a repository I will have to traverse this, potentially, huge network with subnetworks inside (think Chops inside Sops for example) and rewire all these paths, move files to the repository and then export the asset. My feeling is that this particular task is kind of done in the Render Pre-flight but I wonder if it is accessible and more important, is this the best way to address a more compartmentalised pipeline? How are you guys approaching this? any suggestion? thanks in advance and hope this thread becomes a source of inspiration for everybody.
  7. TRIXTER Film (Munich) - vfx Pipeline TD

    TRIXTER Film is currently looking for a Pipeline TD to join our team as soon as possible. Long-term contract of minimum 1 year. Location: Munich, Germany. Responsibilities: • Writing pipeline tools and further developing the pipeline • Working in collaboration with the Supervisors and end users to determine the best solutions • Assists artists and other technical directors in the use and understanding of the pipeline and software architecture • Ongoing research to recommend improvements to workflows in order to improve productivity or communication • Maintaining of tools including troubleshooting and optimization • Detect failures in the Pipeline, propose solutions, and communicate this changes to the development team • Thorough documentation of all development and updating as necessary Requirements: • Programming proficiency in Python, Qt (PySide / PyQt). C/C++ is a plus • Proficiency in developing for Linux. • Knowledge of source code management as Git • In depth knowledge of Maya, Nuke, Mari, Houdini, Katana, Arnold. • Understanding principles of animation and VFX production pipelines. • Ability to prioritize production tasks in a frequently-changing environment • Ability to work self-reliable in diverse types of different projects • Excellent communication, collaboration and problem solving skills required • Good English language skills Although we're always happy to get to know international talents, due to the immediate need and short term nature of our current projects we are only able to consider applicants who are already eligible to work in Europe. To apply, please send us your CV and salary expectations to: jobs@trixter.de
  8. TRIXTER Film is currently looking for a VFX Pipeline Engineer / Developer to join our team as soon as possible. Long-term contract of minimum 1 year. Location: Munich, Germany. Responsibilities: • Collaborate in the Design, development and support of the production pipeline • Continuously improve the user experience and performance of our pipeline • Collaborate with other engineers to form a highly productive team • Ongoing research to recommend improvements to workflows in order to improve productivity or communication • Detect failures in the Pipeline, propose solutions, and communicate this changes to the development team • Thorough documentation of all development and updating as necessary Requirements: • Programming proficiency in C/C++, Python, Qt (PySide / PyQt). • Proficiency in developing for Linux. • Experience in assisting with architecture and designing pipelines for both off-the-shelf and custom packages. • In depth knowledge of source code management (Git) and maintaining large codebases • Strong knowledge developing for Maya (Houdini, Nuke is a plus) • Understanding principles of animation and VFX production pipelines. • Ability to prioritize production tasks in a frequently-changing environment • Ability to work self-reliable in diverse types of different projects • Excellent communication, collaboration and problem solving skills required • Good English language skills Although we're always happy to get to know international talents, due to the immediate need and short term nature of our current projects we are only able to consider applicants who are already eligible to work in Europe. To apply, please send us your CV and salary expectations to: jobs@trixter.de
  9. Hi I want to import .abc cache containing a maya camera into houdini scene, but I can't seem to find the approriate hscript or hou functions. I mean I can do it manually by file --> import--> alembic scene. But How do I automate this in python script ? there is some animation from frame 1-100 in the .abc file. I tried to compile alembic on windows 8.1 because I want to try the SOP_AlembicIn included in the code, I got lots of error when trying to do so. For geometries I know I can create a geo node, and go inside create a alembic node to import .abc file.I think convert this to hscript is pretty straightforward. But for camera .abc file, this doesn't work, while file --> import--> alembic scene seems working, is there a way to code this camera import in python ? or is there another way ? or someone has compiled this for windows ? Thanks.
  10. 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!
  11. Hey guys, Im digging at python outside the normal hom model from houdini, which modules u guys use daily Im studying around these, glob, subprocess, sys, Qtcore, shutil, which one I need to add to my study list. Thanks Wanderson
  12. I'm trying to use python to parse $HIP and define variables in houdini. Each Variable Project_Code, Sequence, Shot, and Task can be indeterminant length, so I only really know by the / what each value means. Since I can only use set -g in hscript how would I set these variables? For instance version is based on hipname, but I need to do somethign like: hou.hscript('set -g PROJECTCODE' = `pythonexprs("hipSplit[1]")` ) Which doesn't work in context. $HIP = P:\projects\Project_Code\Sequence\Shot\Task\ -------------------------------------------------------------------- import hou path = hou.hscriptExpression('$HIP') hipSplit = path.rsplit('/')[1:] ## hipSplit example ['projects', 'Project_Code', 'Sequence', 'Shot', 'Task'] ## Sets houdini variable $PROJECTCODE ## PROJECTCODE = hipSplit[1] ## hipSplit[1] is Project_Code etc... ## Sets houdini variable $VERSION hou.hscript('set -g VERSION = `evals(substr($HIPNAME,0,evals(strlen($HIPNAME)-4)))`') ---------------------------------------------------------------------- Thanks -Ben
  13. Hi all: I am trying to integrated H14 with my company's render pipeline, I imported my old customized Mantra and Rop output Nodes from H13 which were python script HDA module in type property and modified from H13 original nodes, so we could send the geometry cache and renders to the farm with one click. Rop Output Driver: After imported the otls, it will automatically create a new vex type digital asset, and my old one gone. So I tried to modify the H14's built-in Rop Output node in type property, adding the HDA module, after I pasted my script and click accept, same shit happened again, H14 create a new vex type digital asset. It seems H14 forbids user from modifying its built-in nodes in type property. Mantra: I can't even edit anything in type property not without destroying the layouts, so I created a new output driver digital asset, but new render nodes can not be seen in the IPR render view. Do you guys have some ideas how to work around the situations? Orz.................... Thanks
  14. Hi guys, I face some problems when I try importing in fbx from 3ds max. I attached 2 screenshot , the top one shows the geo in max, however after importing it in to houdini, some parts seems to offset away? Did I do something wrong with the settings? The fbx is attached as well if you want to test. Thanks in advance for your help guys!! -Darren *EDIT : Uploaded the correct pictures *EDIT 2 : Can't seem to upload the fbx file
  15. Digital Domain - Pipeline Supervisor

    Title: Pipeline Supervisor Reports To: Global Pipeline Supervisor Responsibilities To: Individual Show CG & DFX Supervisors Direct Reports: Show TDs Digital Domain is an Academy Award©-winning digital production studio focused on visual effects for feature film and advertising. Founded in 1993, the company has built a legacy of achievement, listing Titanic, The Day After Tomorrow and The Curious Case of Benjamin Button among its 75+ film credits. A creative giant in advertising, Digital Domain has created some of the world’s most memorable spots. The studio works with top directors and is continually pushing into new territory. Digital Domain is recognized for pioneering work in photo-real digital humans, and productions that bring the worlds of movies, games, advertising and the web closer together. Summary: The Pipeline Supervisor is responsible for leading a team charged with the development, deployment, and support of the Facility Pipeline on a Production. The Pipeline Supervisor does this in conjunction with the Technology Department leadership, as well as senior Supervisors and other Pipeline Supervisors across the company, in order to maximise the return on investment in any Pipeline enhancements, while minimizing show risk and waste. Principal Duties and Responsibilities: Helps drive the design, implementation, and evolution of a standardized Pipeline for Productions and Departments, utilizing Show and Facility resources Leads a team of Show and Facility TDs responsible for deploying, configuring, and supporting the existing Pipeline Works with the other Pipeline Supervisors, senior Supervisors, and Technology Staff to ensure that the Pipeline meets the needs of the company at large and diverges as little as possible between Shows, while still meeting the needs of the individual Productions Works with Production and Technology Management to ensure adequate resource coverage to meet the demands of the current show Acts as an escalation point for Supervisors, Production Management, and Artist Management to resolve conflicts; ensures limited resources are effectively utilized, and artists efficiently tasked by matching artist skill-set to assignments, identifying cross-utilization opportunities whenever possible Promotes a positive and productive work environment and leads collaborative efforts across the facility Education, Experience and Skills Required: BS in Computer Science or Computer Graphics or equivalent Industry experience required Minimum of 5-7 years of experience in feature film on the post-production side desired Experience managing software, pipeline, and/or technology teams desired Production experience with Maya, Houdini and/or Nuke, including familiarity with APIs desired General experience with Python in a production environment Must be able to work in a collaborative, fast-paced environment Good communication skills, both written and verbal To apply for this position submit an application at www.digitaldomain.com/careers/ Please select Vancouver from the drop down location menu
  16. Pipeline Supervisor - Digital Domain

    Title: Pipeline Supervisor Reports To: Global Pipeline Supervisor Responsibilities To: Individual Show CG & DFX Supervisors Direct Reports: Show TDs Digital Domain is an Academy Award©-winning digital production studio focused on visual effects for feature film and advertising. Founded in 1993, the company has built a legacy of achievement, listing Titanic, The Day After Tomorrow and The Curious Case of Benjamin Button among its 75+ film credits. A creative giant in advertising, Digital Domain has created some of the world’s most memorable spots. The studio works with top directors and is continually pushing into new territory. Digital Domain is recognized for pioneering work in photo-real digital humans, and productions that bring the worlds of movies, games, advertising and the web closer together. Summary: The Pipeline Supervisor is responsible for leading a team charged with the development, deployment, and support of the Facility Pipeline on a Production. The Pipeline Supervisor does this in conjunction with the Technology Department leadership, as well as senior Supervisors and other Pipeline Supervisors across the company, in order to maximise the return on investment in any Pipeline enhancements, while minimizing show risk and waste. Principal Duties and Responsibilities: Helps drive the design, implementation, and evolution of a standardized Pipeline for Productions and Departments, utilizing Show and Facility resources Leads a team of Show and Facility TDs responsible for deploying, configuring, and supporting the existing Pipeline Works with the other Pipeline Supervisors, senior Supervisors, and Technology Staff to ensure that the Pipeline meets the needs of the company at large and diverges as little as possible between Shows, while still meeting the needs of the individual Productions Works with Production and Technology Management to ensure adequate resource coverage to meet the demands of the current show Acts as an escalation point for Supervisors, Production Management, and Artist Management to resolve conflicts; ensures limited resources are effectively utilized, and artists efficiently tasked by matching artist skill-set to assignments, identifying cross-utilization opportunities whenever possible Promotes a positive and productive work environment and leads collaborative efforts across the facility Education, Experience and Skills Required: BS in Computer Science or Computer Graphics or equivalent Industry experience required Minimum of 5-7 years of experience in feature film on the post-production side desired Experience managing software, pipeline, and/or technology teams desired Production experience with Maya, Houdini and/or Nuke, including familiarity with APIs desired General experience with Python in a production environment Must be able to work in a collaborative, fast-paced environment Good communication skills, both written and verbal To apply for this position submit an application at www.digitaldomain.com/careers/ Please select Vancouver from the drop down location menu
  17. Buggy Alembic, how to bake camera?

    I keep getting weird read errors from this alembic file (I got it to mostly work and I'm talking to support, so don't worry). I'm old and crotchety and suspicious and superstitious, and this reminds me of several instances of being in a pipeline and converting published geometry to native geo in Maya to get it to work.... anyhow... How can I take an animated Camera from an imported Alembic file and bake it out to a Houdini native camera? Baking out the geometry is easy enough, but if I bake out the geo from the camera I only get the nice two-reel icon of the camera, not the actual camera object. I'm sure Alembic works just fine for most of all y'all, touch wood, but if anyone has a clue I can borrow I'd appreciate it as I'm fresh out. I'm attaching the abc file I'm working with as a zip because the attacher here doesn't like .abc files, fwiw. track_03.zip
  18. Toonbox Entertainment is seeking the following TD positions: Pipeline / Generalist TD Show TD Generalist Programmer VFX TD Pipeline / Generalist TD A Technical Director (TD) provides critical support to a production's artists, team leads and supervisors. A TD will design, develop, implement and maintain new tools and processes for a particular project or department. As well, during production a TD will troubleshoot and resolve technical issues as needed to keep production moving forward. Additionally, a TD may be tasked with shot production work when needed and where the shot work appropriately matches the skill set of the TD. Show TD A Show TD provides critical support to a production's artists, team leads and supervisors. A Show TD will support and help maintain new tools and processes for a particular project. During production, a show TD will troubleshoot and resolve technical issues to keep production moving forward. Additionally, a Show TD may be tasked with shot production work when needed and where the shot work appropriately matches the skill set of the TD. VFX TD The VFX Developer is responsible for creating new, powerful tools or augmenting existing ones with innovative features that allow other studio artists or developers – whether fellow VFX crew, TD staff, technical animators, lighters or anyone else – to execute CG visual effects that support the styles and narratives of the stereoscopic films currently in production. Collaboration with all other crew members during design, development and production duties is critical. The collective goal is to generate exciting visuals using powerful and efficient tools and workflows. Requirements: · Experience working with and building tools for Maya, Houdini or any other production modeling, animation or effects software; also, exposure to Yeti or another fur and hair system is a plus. · Strong programming skills, including proficiency in Python, PyQt, MEL, and Linux shell scripting; C++ or C are a plus. · Production experience in computer animation, visual effects or game development. · Strong R&D experience in artist tool development and toolset integration within existing or new pipelines; a proficiency in mathematics is a definite asset. · Experience with Nuke, Fusion or other compositing software. · Experience with Renderman, 3Delight or other Renderman compliant renderers. · Experience with Tractor, Deadline, Qube or other render farm management software. · Experience with software version control systems like Mercurial, SVN, Git or other similar structures. · Ability to establish priorities, work independently or within a group, and work with minimal supervision. · Exceptional communication skills in dealing with both technical and artistic groups and individuals. · Exceptional trouble-shooting and problem solving skills. Education: · B.S. or M.S. in Computer Science, Engineering (or equivalent) is preferred. Other Desired Skills: · A strong combined technical and creative background with in-depth knowledge of current 2D and 3D computer graphics techniques as they are used in the feature film and media production industries. · A professional history of collaboration on projects with teams of varied sizes and disciplines. · RI filtering experience with Renderman compliant renderers. · UI development experience with PyQt or wxPython.
  19. Hi guys. You remember Ivy_generator? I fixed some bugs in it and compile it for Linux 64. Also I created a digital asset for animating it. The exported obj files must first converted by hobj.py to a cleaner houdini friendly obj file. Download ORIGINAL 32bit linux version and replace my compiled version with original one. Have Fun and let me know if you have problems in using it. fa_ivy_tool_v4.otl.tar.gz IvyGenerator.tar.gz hobj.0.1.3.py.tar.gz
  20. I am sorry to bring back this zombie question about this topic again I probably read all the posts on internet about the topic and the houdini doc as well, but I am now more confused than before Question A) What I'd like to do is to configure my houdini system path variables in order to follow this priority for OTL scan and scripts too (like 123 ... 456 ... etc): 1) a shot example: d:/projects/supercoolproj/seq1/shot3/otls d:/projects/supercoolproj/seq1/shot3/scripts ... 2) a sequence example: d:/projects/supercoolproj/seq1/otls d:/projects/supercoolproj/seq1/scripts ... 3) a show example: d:/projects/supercoolproj/otls d:/projects/supercoolproj/scripts ... 4) houdini $HOME/houdini12.5/otls $HOME/houdini12.5/scripts $HOME/houdini12.5/.. ... Basically the deeper the directory structure, the higher the override priority with elements with the same file name. Now, so far only the 4) works. My current status is the following: ... I copied and pasted the directories created by houdini at install time in d:/data/Houdini/prefs/houdini12.1 d:/data/Houdini/prefs/houdini12.5 ... and created a system variable HOME pointing to d:/data/Houdini/prefs So far, Houdini can find all the otls i store in $HOME/houdiniXX.X/otls Can someone help me to setup $HOME/houdini12.5/houdini.env to follow the priorities illustrated at the beginning of the message or point me to some documentation that clearly explains it ? p.s. I am on Windows 8 thank you in advance for any possible help on this
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