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Found 11 results

  1. Hello, I am working on a prerendered 360 VR video with Houdini. We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive. Realtime playback speeds are not necessarily that important. Does anybody have an idea if this is possible and if how to approach it? Also for proper realtime playback, we want to able to create 360 latlong Flipbooks. The opengl ROP currently does not seem to support this. Any ideas on that? Thanks a lot Adrian FX TD @ Animation Institute - Filmakademie Baden-Württemberg
  2. There are two positions at Lockheed Martin available in Suffolk, VA. Both are full time positions and on site. I'm posting here because Houdini experience is a huge plus. I'm not the hiring manager but I can answer questions. https://www.lockheedmartinjobs.com/job/suffolk/multimedia-design-engineer-suffolk-va/694/10916693 https://www.lockheedmartinjobs.com/job/suffolk/multimedia-design-engineer-suffolk-va/694/10916704 The facility is very nice and so are the people who work there. They have some information about the facility on the website. https://www.lockheedmartin.com/en-us/capabilities/research-labs/center-for-innovation.html This video shows the kind of work the team does but take this with a grain of salt because it's from projects that are five years old or more. Unfortunately the cool stuff isn't public but I assure you there's cool stuff to work on!
  3. Hello everyone, My name is André and I’m researching how to design a 3D (environment) Production Pipeline for Virtual Reality training. The goal is to have a pipeline that would allow us to build training environments as efficiently as possible. Due to the nature of the training, our environments are relatively small max 200m x 200m. Our team is small 3-6 people but can change depending on the project. I'm especially interested in Houdini3D integration in the Pipeline for generating procedural assets. Online I've done quite some research but don't find much information about this topic in detail. Lots of examples of output but not the actual production process. I need some help with designing our pipeline. Love the GDC talk by Insomniac about procedural generation in Marvel's Spider-Man (see video below). Gives some great insights but would love to learn how to do this on a small (indie) scale. Could you share your Production Pipeline in a diagram? What do you produce with Houdini and what do you produce with other tools? Would love to learn about how you developed your pipeline and why you made certain choices.
  4. TRIXTER Berlin is currently looking to hire experienced Unreal Engine Artists. Booking time: ASAP - end of September Location: Trixter Berlin Description: The product we're creating is not a game - we are creating fictional in-game scenes for a live-action film, and we are using Unreal as the Game-Engine. The shots created will not require live-rendering. We are not striving for Photo-Realism – the look of the shots will be comparable to late PS3-generation games, or early PS4-generation games. Responsibilities: Importing rigged and animated characters from Maya into an existing Game world running in Unreal Engine. Staging the characters and placing cameras. Optimizing the shots within the context of a given scene. Tweaking textures/materials and the existing lighting. Minor simulations. Exporting the shots as image sequences. Comfortable in working with deadlines. Ability to work in a collaborative environment. Requirements: Excellent knowledge of Unreal Engine and Maya. Knowledge of CG and Game industry is a major plus. Self-driven, good communicator, and a great-team player. Excellent organizational and communication skills Ability to perform multiple tasks, set priorities and problem solving Able to organise own workflow in a meticulous manner. Good communication, organizational, time management and interpersonal skills. German and English language skills. Valid EU-working permit. If your experience matches above description, we are looking forward to hearing from you! Please send your CV, demo reel and earliest commencement date by email to jobs@trixter.de. Trixter | Recruitment Team
  5. Hello, I am working on a prerendered 360 VR video with Houdini. We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive. Realtime playback speeds are not necessarily that important. Does anybody have an idea if this is possible and if how to approach it? Also for proper realtime playback, we want to able to create 360 latlong Flipbooks. The opengl ROP currently does not seem to support this. Any ideas on that? Thanks a lot Adrian FX TD @ Animation Institute - Filmakademie Baden-Württemberg
  6. The problem with VR and fisheye rendering is that it needs "z depth" to be equal in every direction not just along the z axis of the camera, (Pz) Could anyone point to with a shader that could be used as an "omni " depth plane (aov) in Mantra. Thanks.
  7. I was wondering if anyone had any experience using the VR camera in Houdini for 360° rendering. The documentation is kind of sparse and I'm having a hard time finding any proper examples of 360° spherical rendering from Houdini. I have what I believe is a latlong backplate and I need to simulate stuff for it as well as render it. Anyone?
  8. 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
  9. Hi All, I wanted to build a new playset for my daughter in our backyard. but before I do, I decided to use this as an opportunity to try something new out. the project will be in done in 3 major steps, 1: Build procedural Playset in Houdini- in a way that I can extract a Cut list from the final project. 2: Put it in Vr through out the Project as to evaluate and share it with family as the project progresses. This includes the user of Photogrametry and non Houdini applications to get the the playground in the right environment. 3: Actually build the damn thing in the back yard. here is a sketch I'm starting with : I will be updating this as I make more progress.
  10. Hey guys, I'm working on something for VR and every time I want to preview something on the oculus I need to make a low res render because flipbook doesn't give you a 360 view. I found somewhere a example of someone making a 360 flipbook (can't find it anymore) but haven't been able to figure out how to do that. Any ideas?
  11. Didn't make it to SIGGRAPH 2016? We're sharing some of the footage we recorded around the SideFX booth. Here's our interview with GridMarkets speaker, VR Artist and Oscar winner Kevin Mack: www.gridmarkets.com/siggraph2016-kevin-mack For more on Kevin's most recent Houdini VR project, visit: www.shapespacevr.com
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