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Found 47 results

  1. Hello Everyone, http://www.hossamfx.org/math-in-houdini-vol2/ Hello Everyone, Description: In volume two of Math in Houdini training. We will continue exploring the big role of math in creating visual effects and controlling the simulation behavior and this time we will move to more advanced concepts and provide cool projects. I will explain one of most important physical parameter: the gradient. And show you how to use it in rigging and collision and give you wide idea about using gradient in different operations in Houdini also We will go indepth with matrices and learn cool techniques using the matrix: it is the “Frame of Reference” you must know this magic secret about matrix. If you have many questions about Quaternion parameter, So we will dive into this concept and answer all questions with cool projects and we will see how to create quaternion field to effectparticles motion and if you don’t know what is the Vector 4, we will have cool project about using vector 4 inside the wire solver dynamics. And I will show you how it to build your own cloth simulation from scratch, this part will give wide idea about how the dynamic solvers work and what is the constraint , gravity , and how the collision is calculated ….. and many other math topics. Thank you. Lesson plan WHAT IS THE GRADIENT, AND FOR WHAT !!! all dynamic solvers use Gradient and normal and velocity and collision calculations, all this Physical Parameters use Gradient, you absolutely Know what is the Gradient !!! ? 1. Gradient & Slope Relationship– Are there any relationship between it? 2. It can create Normal – slope can create normal, how? 3. Speed and Velocity calculates –it is awesome how slope can calculates speed for everything. 4. Slope & Dot product in Rigging – No more tutorials about how to Rig the wheel. 5. Gradient of surface – Slope can create Gradient 2D field. MATRIX IN DEPTH !!! we will start by talking about for what we need matrix and next it will be more clear how it is easy to use matrix, and Frame of Reference is strong concept that you must have idea on how to use. 6. Why we created the Matrices – to understand matrices I must know for what it was created. 7. Recreating the Matrix – Now we will see how it is more easy with Matrices. 8. Frame of Reference – it is cool Concept you must know how to use with matrices. QUATERNION, NO MORE QUESTIONS ??? you don't know any thing about quaternion! you will know every thing about it, for what, when to use, how to control and how to build field of quaternion to advect particles. 9. What is the Quaternion – You will Have depth understand of this Scary parameter. 10. Quaternion Field part 1 – Quaternion inside Dynamics can create awesome animation in Particles. 11. Quaternion Field part 2 –How to Keep Particles inside defiened Volume using quaternion attribut VECTOR 4 IS A QUATERNION, ... !!! the orient attribute in the Wire solver is very important and you must know how it work, in this project we will manipulate this Attribute to create procedural dynamic animation. 12. Quaternion & Wire Solver – Big role of Quaternion in wire object. 13. Feelers & Quaternion part 1 –Feelers of insects moving around all the time, we will simulate this motion with quaternion. 14. Feelers & Quaternion part 2 –How to control the physical parameters of feelers to get nice real motion. SIMULATION CODE & COLLISION it is very important to get depth understand of how the Dynamic solvers work, we will see how we can build cloth simulation and add collision to this simulation using the Point VOP and Sop Solver. 15. Apply Gravity –Without any dynamics solvers, we will create our solver and start by adding gravity force to objects using the point vop and sop solver. 16. Create Cloth Force – Define the force spring between cloth object points and create pin constraint for new solver. 17. Gradient & Collision –Gradient of Volume is the way to create collision between objects. ِAll Content With Project Files . Full information Here
  2. We are currently seeking a talented and experienced CG Character Rigger to work at our Montreal studio. Our ideal candidate must have previous experience working in film and television. Our CG Character Rigger will be required to create optimized rigs covering a very wide range of rigging applications focusing mostly on Character animation. An excellent grasp of anatomy, form and movement is essential. 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.
  3. Hey guys! I'm working on a special effects shot for a short film in which a bowling ball hits a windshield and shatters it. I'm trying to get the ball to actually stick into the glass, or possibly go all the way through. The shot will be from the inside of the car, so I may end up tracking the render to the live windshield footage - or if all else fails I'll just do it practically. Can someone point me in the right direction on how to do this sticky glass windshield kind of thing in Houdini? Thanks!
  4. Hi EVERYONE : Maybe this tutorial is not very short, watch it completely, i am sure that you find new stuff about matrix and you will learn new technique .Hope you find it useful !!! Hossam Aldin Alaliwi more training here : www.hossamfx.org
  5. LearnDay - Houdini Modeling LearnDay a webinar series EVERY WEDNESDAY at 4 pm Mountain Time (GMT-7) with different topics, you can as ANY question and I'll help you live. Today's topic will be Modeling in Houdini. Houdini has had an amazing amount of new improvements on the modelling tools and we'll take a look at them. PLEASE ASK ANY QUESTIONS ANY TIME, this webinar is FOR YOU. CLICK HERE to view the WEBINAR Please subscribe to the channel to never missed a webinar, trix and tutorials. https://www.youtube.com/channel/UC65D7DvzyyGEqIJVxK-XhDg?sub_confirmation=1 Visit www.mixtrn.com if you have any question and/or want to learn more topics. Thank you
  6. if you have some problems with matrix, how it work, how to use , HOPE this tutorial will help .Hossam Aldin Alaliwi full tutorial here : hossamfx.org/math-in-houdini-vol2/ cheers!
  7. We are currently seeking talented and experienced FX Artists to work at our Montreal studio. Our ideal candidates must have previous experience creating top quality VFX for film and television. 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 and salaries to match your skills. 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.
  8. https://www.instagram.com/chumakovvfx/ alekseychumakov1@gmail.com
  9. Hi Everyone, To anyone interested in creating short films especially VFX, Escape Studios are actually holding a competition! You have 72 hours from the 28th to the 31st October for you and your team to create a VFX short film. All you have to do is build a team and sign up here. The Panel of judges includes Steve Begg (visual effects for Casino Royale and Spectre), representative from Deluxe's Rushes also known for their work on Spectre and industry experts from Escape Studios Anita Gribble and Andrew Brassington. These are great people to get your work in front of and a chance to show your skills!
  10. Hey there! I recently gave a talk to the Vancouver Houdini User Group about how Houdini can be used for making visual effects for games. It was a reasonably short lecture (~45 minutes) so I decided to record it afterward and comment the Houdini file a little so I could share it online. The lecture is targeted at film people who would like to transition into games but aren't sure how to get started. It's not a step-by-step on creating fluids or any nonsense like that, but rather a look at some of the ways you might optimize an effect for real time. If you're not familiar with who I am, I've written a little about how I got into games over on my blog: http://www.allegrodigital.com/?p=1991 Or you can go straight to the lecture which is free, and hosted on Udemy: https://www.udemy.com/game-effects-using-houdini-ue4 Hope it's of use to someone!
  11. I know it's tough out there, but I got the CHOPS, the SOPS, the POPS, and the DOPS (and Python) to help deliver on time and under budget. I'm on the market and well rested, ready to chew through the latest vfx challenges with a committed crew. 8 years of Houdini and 17 years in the vfx industry. Check out my reel over at: The breakdown's at: https://docs.google....-bh63-CoVcY/pub Resume: https://docs.google....L64OrmVZsr8/pub my LinkedIn will all sorts of accolades from old work mates: http://www.linkedin.com/in/clearmenser And of course there's all my helpful comments here on odForce http://forums.odforce.net/profile/1210-kleer001/ edit: added newest reel
  12. Hi guys, We've just launched a new course - Houdini Multi Dynamics. It is focused on solving non-trivial dynamic problems. We’re mastering the knowledge creating FX-assets using virtually the entire selection of solvers available to HOUDINI, in most cases in combination with each other. You can find more details and video on the page of course.
  13. Hello Houdini Masters! I'm having trouble with finding a starting point for creating a beam of energy being shot out of the barrel of a weapon. I haven't worked with particles much, but I don't really understand how all those particles become something so clean as a solid beam of "energy". I have some reference as to what i would want the beam to look like: (lilo & stich - the green ray from Jumba's gun): (WoW: Legion trailer - Sylvanas's arrows she's shooting) If anyone has any links to tutorials, articles explaining the process for this, or has any first hand experience working with partcles/"energy"beams your help would be most appreciated. Thanks in advance
  14. - Having experience in houdini project (modeling to lighting) - able to used environment variables or an intelligent adaptable scatter system - willing to stay in Batam, Indonesia - please send your CV and porto / reel to ifwcareer@frameworks-studios.com with subject : Houdini artist / Houdini Supervisor
  15. Hello Guys Im Ahmed Saady - Houdini FX Artist based in Iraq now i would like to share with you my latest houdini projects i have done and i hope you like them Also i'm available for freelance remotely work or full time position ahmedstudios@gmail.com Copa America Identity 2016 - beinsports Copa America - mainstudio 2016 Building Destruction - R&D All the information regarding of the houdini work is under each video description Thank you!
  16. Miikros have se up it's latest studio in London. We will be delivering Paramount's feature animation Sherlock Gnomes. This will be a London based role using Houdini for FX! The team will be 11 in total and we have already started hire. Drop me a line!
  17. Hello guys I am creating the brick wall destruction. Take a look what I have now. https://drive.google.com/open?id=0ByHRy_pSYAhgRDZLa1RXcjBZRlE On the screenshot I've checked the zone where are lots of fast moving pieces. This fast movement and rotation is not typical for the pieces of concrete and bricks. How can I make all the pieces act more like a concrete, and slow down their energy much faster to make them stop much faster? I used bullet solver. The density (mass) of pieces is about 3200. Bounce is set to 0.01, friction to 100. Thanks
  18. SENIOR ANIMATOR/VFX ARTIST (Atlanta studio) Second Story is a network of design studios focusing on responsive environments, story-driven experiences, and experience innovation. For more than 20 years, we have conceptualized, designed, and developed projects that educate, immerse, and activate across the cultural and brand space. Our studio is interdisciplinary and intensely collaborative, founded on the desire to make great work through collective authorship. We are seeking a multi-talented artist who bridges animation and visual effects to create breathtaking motion experiences for installations and interactive projects. You’re up on leading-edge motion-design trends, familiar with emerging and traditional pipelines, and your portfolio makes jaws drop. As a core part of a project team, you will work with the creative lead and other studio collaborators on the development and execution of motion design in all forms. CORE RESPONSIBILITIES: · Develop and deliver motion sequences that are true to the creative brief, original, nuanced, and recognizable · Produce envelope-pushing motion concepts across all project scales and a variety of media canvases · Directly contribute to the conceptual development of projects · Create motion elements for proposals and new business responses · Accurately estimate the level of effort for required results THE CANDIDATE MUST BE: · A visual artist whose command of motion design establishes the emotional tenor of a project, paints the complexion of its interfaces, and brings clarity to complexity · Skilled in generating design and motion studies that communicate spatial and time-based concepts · Experienced in creating visuals that engage individuals and groups at scale in both physical and virtual spaces · Collaborative, professional, outgoing, friendly, and fearless SKILLS & EXPERIENCE: · A masterful command of the craft of animation, both real-time and pre-rendered · A strong knowledge of visual effects techniques and tools · Expert-level skills in Houdini, After Effects, and Maya or Cinema 4D · Proven skills in: o rigid body and particle dynamics o volume modeling and rendering o procedural geometry generation o fluid dynamics · Strong understanding of physical dynamics and natural phenomena · Scripting proficiency using Python is a plus · Visual Effects/Animation (or related) professional degree · 6+ years professional experience in animation & visual effects This is an exceptional opportunity for a meaningful career in an environment where collaboration is paramount, but individual efforts shine. This position is located in Atlanta, GA, with a competitive, comprehensive salary and a benefits package that includes medical, dental, disability, employer-contributed 401(k), and professional development funds. Please send your resume and your portfolio to joinus@secondstory.com. about second story Second Story, part of SapientNitro, is a network of design studios that focuses on responsive environments, story-driven experiences, experimentation, and innovation. We conceptualize, design, and develop projects that educate, immerse, and activate across the cultural and brand space. In our studios in Atlanta, New York, and Portland, designers, producers, and technologists collaborate in a lab-based environment to create experiences that reward audience interaction with powerful, personalized pathways through content and the world of ideas. Second Story’s work has received hundreds of awards and is included in the Smithsonian’s permanent research collection on information technology. For more information, visit www.secondstory.com. about sapientnitro SapientNitro®, part of Publicis.Sapient, is a new breed of agency redefining storytelling for an always-on world. We’re changing the way our clients engage today’s connected consumers by uniquely creating integrated, immersive stories across brand communications, digital engagement, and omni-channel commerce. We call it our Storyscaping® approach, where art and imagination meet the power and scale of systems thinking. SapientNitro’s unique combination of creative, brand and technology expertise results in one global team collaborating across disciplines, perspectives and continents to create game-changing success for our Global 1000 clients, such as Chrysler, Citi, The Coca-Cola Company, Lufthansa, Target and Vodafone, in 31 cities across The Americas, Europe and Asia-Pacific. For more information, visit www.sapientnitro.com. SapientNitro and Storyscaping are registered service marks of Sapient Corporation. *Reasonable accommodations may be made to enable individuals with disabilities to perform the essential functions of this role, which include hearing, speaking, typing, and occasionally moving and/or lifting up to 15 pounds. Sapient US is an Equal Opportunity / Affirmative Action employer. All qualified applicants to Sapient US will receive consideration for employment without regard to race, color, religion, sex, national origin, disability, or protected veteran status.
  19. Hello everyone, I'm 15 years old and just trying to create my portfolio, I wanna create something good, and I have a lot of time for this. But I just don't know how I can start. Is there some tips that can be helpful for a begginer? Thank you Att/Brayan
  20. Houdini FX TD Robby Thomas from Digital Domain shares how various mentors helped shape his career in our new Houdini artist feature: www.gridmarkets.com/robby-thomas Have a great day, Patricia and the GridMarkets team
  21. One of the recent CG ads my team at BlueLake created, where Houdini was used to do FX and some geometry magic. Project was done for the spaceedu.net Concept art: Final: Cheers, Tom
  22. iZ Inc. Tokyo is looking for Houdini FX TDs who are experienced in large scale flip fluid simulations. Work Period - Short term Contract (Monthly). Project starts on 23rd May. If working on location, should be able to arrive in Japan by 1st June. The simulation needs to be very art directed, so controlling the simulations are important . On location work (Tokyo, Japan) - Work together with us for the project duration (1 month) in our office in Tokyo. Transportation and Accommodation will be paid for. Remote work Option - If you have the necessary workstations and Houdini FX licence, you can work for us remotely as long as the commutation is fast and clear. Contact us for more information. Recruiting Team iZ inc. 4th Floor, Taniguchi Building, 1 Chome-9-21 Fujimi, Chiyoda-ku, Tōkyō-to 102-0071 Tel - 03-6272-9668 E-mail: recruit@aiz.bz Website:http://www.aiz.bz
  23. Walking The Dog, production Company in Brussels is looking for a senior Houdini TD for our FX department for a Feature Film. period: start June 2016, end November / December / January (2017) Required Skills: - Work with deadlines - Likes building tools and creating Digital Assets - Production Experience - Technical skills required(Vex, Python, HScript) Please send us your reel and CV to ester@walkingthedog.be Thanks
  24. If you are interested in learning Houdini, you might like Gridmarkets' new artist profile featuring Australian Houdini artist Ben Watts. He produces awesome VFX tutorials, both for C4d and Houdini. Also, don't forget to check out the list of online Houdini learning recommendations at the bottom of our feature‬: http://www.gridmarkets.com/ben-watts.html Good luck on your path to mastering cool new effects! Patricia and the rest of the Gridmarkets team
  25. 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.