Jump to content

Search the Community

Showing results for tags 'vfx' or 'london'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 87 results

  1. Hi everyone - been fairly quiet on here of late due to work and life being a bit hectic! anyways i'm looking to achieve a cloth simulation on my Deadpool character. I've modelled the character in maya to a fairly decent resolution overall. He's textured to a fairly decent quality too. But i want to push it and achieve some cloth simulation if i can on him to get it to a further level visually. This wont be for all shots but if i could achieve it on some slow motion shots that would be epic! heres my thought process... obviously with him being animated i want to fire out an alembic cache from Maya to Houdini. i may need to potentially remesh it so there are plenty of triangles? Then assign cloth parameters to my mesh. but he'll need collision geometry inside possible - so its likely i'll need to setup that geometry in maya and export that as collision geometry too? Hopefully with some time spent on decent sim quality i'll get some nice crease results around the joints ? then i'm stuck on how to deal with various bits around his body - stuff like the leather strap that holds his swords on or the arm braces. Then of course the belt round his waist. I then need to get this back to maya for rendering in vray so i reckon alembic export afterward should help. I should be able to find a way to preserve uvs. My texture is a simple drop-on - one shader does it all! Is this all a bit brute force do you think? I'd love to get some thoughts from you chaps If theres any of you VFX gurus out there in film studios that could offer me some advice? If you worked on the films or other stuff all the better lol! Thanks in advance hope you like what you see below Ant here's some screenshots.. UDIM texture layout... Should give you an idea of the mesh resolution... to give you an idea of what i'm up to you can check out this teaser here. I'm planning alot more than this teaser shows off and some expected Gore and guts so there'll be some amusing tomfoolery with FEM and grains for @Farmfield to have some lolz with hehehe
  2. Houdini VFX Artist

    Houdini FX Artist: We are looking to acquire a super-talented and passionate individual to come on board our animation juggernaut. The role is full time here in Singapore - the little red dot - but there’s nothing little about our ambition. No Siree! As a ‘3D FX Artist’ your role will encompass many things you love and live for; simulating, finessing and breathing life into brilliant effects for our next great animated series. We like big characters, in our shows and in our studio. Characters with endless ideas and with the ability to share, nurture and critique in meaningful ways. Big talent is welcome, big egos...not so much. Does this sound like you? Does it feel like we’ve invaded your mind and stolen your identity? If so, put those gifted digits to work and drop us a mail. We’d love to hear from you! Please send us your CV, portfolio and samples of work to hr@oneanimation.com Responsibilities: ● Work collaboratively with the Creative Director, Series Directors and Department Leads as part of the creative team. ● Help conceptualize then provide simulations and systems that mimic real-life phenomena such as smoke, fire, and water in a stylized way that gels with the vision and art direction of the project. ● Create and present work to team members advocating your design decisions whilst remaining open to criticism and suggestions for improvement. ● Demonstrate a healthy appetite for current related media: TV series, Films, Graphic Novels as well as showing a proactive attitude at exploring and researching new techniques, tools and methods to improve workflow. ● Participate in production-related meetings where you feel you can make a meaningful contribution, working closely with the coordinators and line producers to help manage your schedule. Skills Required: ● Experience with Houdini particle systems, fluid dynamics, rigid body dynamics, and procedural systems. ● Self-driven and passionate about effects development. ● Demonstrate a proactive work ethic, able to multitask, prioritise and manage your time efficiently, with the ability to stay calm under tight deadlines. ● Experience with VEX ● Basic knowledge of Python
  3. https://gumroad.com/l/RbOyZ
  4. Houdini Python Cache and Read Tool

    Buying : https://gumroad.com/l/FqhftThis tool is inspired by a tutorial of Introduction to FX in Houdini.It was released by Saber Jlassi.This tool can automatically cache and read files,you don't have to set up any path,I've set up the caching and reading paths for you.You just need to save your hip to a directory.The other will be set automatically.Finally, I hope you like it!
  5. Hi all, i hope you are wall well. I have a quick question regarding exporting of transform data from my rbd object. I need to use the transforms in Maya. So i have tried to export the rbd as an fbx, however i still do not get the individual transforms for each peace in my rbd sim. So as an example imagine a sphere attached with cubes. I would want to export the cubes and each other their transforms from Houdini to Maya. any one have any solutions? Thank you
  6. Flat tank n00b - Why isn't my boat wake working?

    Hello! I'm trying to create the wake and white water created by a boats engines/propellers. I've made it work by adding forces from a PointVOP into a fluidsource, but as soon as I change the Particle Separation in the flattank_initial, it stops working. Also, when entering the node containing the plane from which I create the force, the perspective gets all weird. In the attached file the forces do not work. It's a super simple setup, but as this is my first attempt at Houdini, I'm stumped. Any and all help would be greatly appreciated. Attached: Workfile, Indie Limited-Commercial license. Tug_Sim_V06.hiplc
  7. Hi everyone MPC Advertising London have loads of great, high-profile advertising projects on right now, and we are looking for mid and senior level FX Artists to start ASAP. Artists are given the opportunity to collaborate, and contribute creatively, within our award winning VFX teams. We are looking for artists available to start right now, or over the next few weeks, for initial short-term contracts with the potential for longer term roles available. Please apply through the website here - http://smrtr.io/aR940w [smrtr.io] Or drop us an email for more info adv-at-mpc.jobs You can see some of our latest work here - http://www.moving-picture.com/advertising/ [www.moving-picture.com] These are in-house only roles in London - so we can only consider candidates able to work in our studio in Soho without the requirement for a visa.
  8. Hi, We're looking for London based Houdini artists who would be available for short term projects. We are a small company, mainly working in commercials, and are always looking for Houdini artists and TDs with different specialities as well as generalist, to work with on future projects. The nature of the work we do means that the projects have a short lead-time, so we are keen to meet people ahead of the jobs to then be able to call on for the duration of the project, which tend to be 1-2 months. We work with Houdini ourselves and love it! If you are local to London and might be available in future for freelance work then please get in touch - we'd love to meet you! Please send us an email at recruitment@rufianpost.com. A showreel of our production and post-production work is here: www.madruffian.com
  9. Didn't you think of these fluid solvers? How are they made? How to build them? We will talk about the theory of the process of building fluid solvers in my new course understanding fluid solvers on MIX Training. This is volume 1, volume 2 soon! http://mixtrn.com/course/understanding-fluid-solvers-volume-1/
  10. https://www.hossamfx.org/trees-rigging-in-houdini/ Hello Everyone : this tutorial is about creating and animating trees in Houdini FX in Procedural way . you will learn how to create your own tree model and how to animate it in different weather like windy day, normal wind ........etc. also you will see how to simulate a growing process : what i mean in growing is : you can select at which age of tree you want to start growing to final complete model , so you can start growing from zero or you can grow from winter tree to a beautiful spring tree with leaves and young branches . i will show you firstly how to create a tree model in SpeedTree software for about 1 hour and then move to Houdini and create python code to define the hierarchy of branches and build a procedural wire dynamic network with some math concepts of course . Houdini rigging tools and chops techniques in our list also to add more option and realistic to animation . in the link you can find more description about this tutorial . More info Here: https://www.hossamfx.org/trees-rigging-in-houdini/
  11. Very simple scene was made in Houdini. Rendered by mantra Scene by link dropbox.com/s/znam9x90lprlwy5/LIGHT_mushrooms.hip?dl=0
  12. Studio AKA is looking for experienced London-based VFX artists working in Houdini. Dates from 16 October to 24 November. Please apply with showreel and CV to us via: thestudio@studioaka.co.uk
  13. Mike Stoliarov FX artist reel 2017

    Hi! There is my fresh demoreel.Houdini, Maya , Real Flow.
  14. POPsolver not working

    I'm trying to source particle emitters from geometry that i created in a scene. Unfortunately, there seems to be an issue with the popsolver node, it's saying that: 'Connection 2 input is the wrong type' I'm trying to create a whisp effect, following some tutorials but already stuck and not able to continue. Please help! WhispIssue.hipnc
  15. Pyro Clustering Tutorial

    In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at trzankofx@gmail.com for questions or comments.
  16. MPC's award winning Advertising team in London are looking for a number of freelancers for projects starting right now. We currently need a number of experienced Houdini FX Artists, but also looking for Animators and Lighters. Please get in touch if you are available, or going to be soon, or know someone who is. advertising@mpc.jobs
  17. London Flatshare

    Hi there! Sorry for a bit offtopic. I'm going to London this weekend, to work (not only for the weekend)). Looking for friends to share a flat for a long term. Office near Oxford Circus. Thinking about Zone 2. No smoking, no pats, male, 29, Houdini bro. PM or Skype me (pavel.pekun), will be thankful for any help. Thanks.
  18. New Quick Pyro Tutorial at CMIVFX

    New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
  19. Houdini Tutorial VOL 01

    Houdini tutorial VOL 01 Houdini Training Package number 1: Educator : Amin Sadeghvand | Software : HOUDINI 15.5 | Level : Medium | Duration : 13 hr | Volume : 4.31 GB| Quality : HD | Language : English . Website
  20. Houdini FX Artist - Available

    I am currently available for Visual Effects work. Please contact me at: jameshadkins@me.com
  21. FX TD's Needed - MPC Adv London

    MPC Advertising London are currently looking for a number of talented and experienced Houdini FX Artists for short-term contracts in May and June. Please get in touch if you are available or can recommend someone who is Email advertising@mpc.jobs Or apply through our website here - http://smrtr.io/XXya0A
  22. Hello, I am a third year animation student starting vfx. I have a simple disintegration animation for my major project that I have done on a sphere and now I need to transfer it to a hand animation that I have done in Maya and cached into an Alembic. As the animation and FBX camera export start at frame 1671, I changed the simulation to start on that frame. However, the simulation has stopped working and I'm not sure if I have transferred the effect correctly. I have provided the files, thank you! shot16.abc shot16.fbx I have provided new files! I managed to get the sphere to swap with the hand but the effect doesn't work still? It doesn't become smoke and disintegrate infect_point_Scene16.hipnc
  23. 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
  24. 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