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Tennis ball spinning on top of another ball
akkanein replied to akkanein's topic in Animation & Rigging
Hey, I think an keyframe animation would be enough here, but it could definitely be a simulation as well. I was also thinking about using a SOP Solver -
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Sony Pictures Imageworks joined the community
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Sony Pictures Imageworks is located on the unceded traditional territory of the Musqueam, Squamish, and Tsleil-Waututh First Nations. We are committed to respecting traditional lands, and working with communities towards reconciliation. Sony Pictures Imageworks Canada Inc. 658 Homer St Vancouver, BC V6B 0T5 Sony Pictures Imageworks is an Academy Award®-winning visual effects and animation studio known for photoreal live-action visual effects, dynamic creature and character animation, and full-CG features. Role Review: We are looking to expand our development team dedicated to enhancing our Creature Effect, Crowds, Environment, and FX tools and workflow. We are looking for a highly proficient Technical Engineer to focus on the development and implementation of robust, high-performance, and domain-specific procedural toolsets using SideFX Houdini. This role requires strong technical leadership and the ability to work effectively with minimal supervision alongside a Lead Software Engineer or Architect. The ideal candidate thrives in a fast-paced production environment where priorities can shift quickly. What You’ll Be Doing: Design, develop, and implement scalable procedural systems and workflows within Houdini for various departments (FX, Creature, Crowds, Environments). Create, maintain, and optimize robust Houdini Digital Assets (OTLs), ensuring stability, ease of use, and adherence to production standards. Extend the core pipeline by developing, integrating, and supporting tools that manage data flow, asset publishing, and version control. Collaborate closely with artists (Creature, FX, Lighting) to gather requirements and troubleshoot technical issues, providing support for both in-house and commercial tools. Partner with engineers across other teams (Shading, Lighting, Rendering) to ensure seamless integration of procedural assets into the overall rendering and compositing pipeline. Document tools and workflows thoroughly for use by the wider artistic and engineering teams. Required Technical Experience & Skills: 3-5+ Years of professional experience in developing procedural workflows and tools in a VFX, Animation, or Game production environment. Demonstrated knowledge of the Houdini environment, including tool creation, optimization, and workflow techniques. Strong proficiency in Python and VEX for writing efficient, custom nodes, and tool wrappers. Proven experience developing and supporting production pipeline tools and asset delivery. Experience leveraging the Houdini API and other DCCs like Katana. Strong grasp of 3D math, linear algebra, and data structures as applied to geometry processing and simulation. Strong verbal and written communication skills, with a collaborative approach to problem-solving. Capable of delivering on multiple competing priorities with little supervision. Preferred skills: Applies curiosity and judgment to identify broader or systemic issues and recommends creative approaches that address wider issues. Documented experience with desktop application development using PyQt/PySide to create custom user interfaces. Experience with C++ for high-performance plugin development. Experience with data science, machine learning, or complex simulation techniques (e.g., fluid dynamics, cloth) in a production context. Bachelor’s or Master's Degree in Computer Science, Digital Media, or a related technical field. The anticipated base salary for this position is within the range of $100,000.00/yr - $120,000.00/yr CAD (up to $150K for Senior candidates). The final compensation package will be commensurate with the candidate's professional experience, technical interview performance, and specific alignment with our team's requirements . Benefits are per company policy: which include healthcare, tuition reimbursement, RRSP's, Sick and Vacation leave, standard increases as applicable. The actual base salary offered will depend on a variety of factors, including without limitation, the qualifications of the individual applicant for the position, years of relevant experience, level of education attained, certifications or other professional licenses held, and if applicable, the location of the position. We value unique perspectives, and want diverse, unique talent to work with us. We encourage candidates from all identities to apply. *Sony Pictures Entertainment is an equal opportunity employer. We evaluate qualified applicants without regard to race, colour, religion, sex, national origin, disability, age, sexual orientation, gender identity, or other protected characteristics. Job Posting Link: https://www.imageworks.com/job-postings/4376
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Tennis ball spinning on top of another ball
fencer replied to akkanein's topic in Animation & Rigging
Do you mean physics simulation or just animation? -
Gautam9 joined the community
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akkanein started following Tennis ball spinning on top of another ball
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Hello everyone, I would like to ask for some advice. I’m not entirely sure what the correct term for this effect is, but I really like this animation of a tennis ball spinning on top of another ball. Could anyone please guide me on how to achieve this effect? Any tips, recommended techniques, or tutorials would be greatly appreciated. Thank you in advance for your help. clip.mp4
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p2or started following Particle Morph on animated geometry
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gregjenings started following OTIS vs Vellum/Ziva – Missing Muscle Volume and Definition
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Hi everyone, I’m having trouble achieving the expected muscle definition using OTIS in Houdini. For some reason, I’m not able to get the same level of visible muscle detail that I can achieve with Vellum (please see the attached reference images). In terms of realistic muscle deformation, the results from OTIS appear much flatter and resemble something that could easily be achieved with a simple blendshape, rather than exhibiting natural muscle bulging and volume shifts. Additionally, I’ve noticed that OTIS does not seem to produce realistic muscle behavior similar to Ziva, where muscles naturally bulge and shift upward during contraction. Instead, the deformation feels limited and lacks dynamic volume change. I’ve attached my Houdini file (Version 21.0.631) in case anyone would be willing to take a look and help me understand what I might be missing or setting up incorrectly that’s preventing proper muscle definition with OTIS. Any guidance would be greatly appreciated. Thanks in advance! Ottis Leg1.rar
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bentway23 started following Augmenting FBX animation using KineFX (and CHOPs?)
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I'm still digging around in KineFX but have yet to stumble across how to do this--I have an animated FBX, and I would like to make the animation "looser"/more exaggerated. Secondary Motion doesn't do it because I'm trying to modify the primary motion. I feel like CHOPs might be the answer--I think a spring CHOP would do a lot of what I'm looking for (if the .fbx animation throws his arm a little I want him to throw it a lot--to flail!). I've just yet to find a way to get my motion clip into CHOPs. I'm having some early promising RND results just animating a "rigged" line using rig pose and applying a spring CHOP to individual joints, but I've not yet figured how to get that to happen with the .fbx's animation. (I've also tried transforming the motion trail after a motion clip extract, but didn't have luck there.) Any pointers are appreciated, and I'm happy to go through an hour long KineFX class if the answer is five minutes in the middle--I'm still learning KineFX and am happy to be taught how to fish. Thanks! ADDENDUM: I had another thought that might be possible, but I'm not sure how to implement it--since joint movement is all rotation, I can calculate angular velocity using the point velocity node and then multiply that in a wrangle, but I'm not sure how I would then apply that back to the joints. A solver, perhaps?
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Atlantis Animation changed their profile photo
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ATLANTIS ANIMATION is an animation studio based in the heavenly Canary Island of Tenerife. A combination of creative talent and technology definitely distinguishes us as a different studio to produce high quality animated series and feature films. We produced the sensational series Tara Duncan and Miraculous Ladybug season 5, both broadcasted on Disney Channel and Disney +. We are now getting ready for an absolutely new captivating project, the series 'Messi and the Giants', produced by Sony Music Vision, Sony Pictures Television Kids and Leo Messi Management, and broadcasted by Disney. An epic saga where a young boy named Leo is transported from his home in Argentina into a fantastical alternate universe. If you love animation challenges and unexpected adventures, and if you feel you have that special inner magic spark, we want to hear from you! Job Description: We're seeking a skilled and passionate Mid+ to Senior level Lighting TD to join our growing team for the upcoming series Messi and the Giants. The Lighting TD works closely with Lighting Artists within the team to deliver high-quality, optimized lighting renders for animated projects. You will be responsible for optimizing lighting and render settings using Arnold, ensuring both visual quality and performance. This role includes developing tools for the lighting department using Python within a USD-based pipeline. All tools created should support production workflows and contribute to a smooth and efficient production process. Therefore, it is essential that you are able to design and develop tools that are robust, efficient, well-documented, and easy to use for other team members. - Type of contract: Fixed-term Employee contract. - Location: 100% On-site in Tenerife. Remote work won't be possible for this specific position. Main Responsibilities: Technical Problem Solving & Tool Development: Diagnose and resolve complex technical issues related to lighting and rendering. Develop, maintain, and optimize tools, scripts, and workflows to automate tasks and improve efficiency within the lighting department. Troubleshoot technical issues such as render noise, long render times, and memory usage in a modern path-tracing renderer Workflow & Pipeline Integration: Collaborate with the Pipeline team and other departments (Look Development, Compositing, FX) to ensure seamless integration of lighting tools and processes within the broader production pipeline. Look Development Support: Work closely with Look Development and Surfacing artists to ensure shaders and assets behave correctly within lighting and color pipeline requirements. Complete assigned tasks within established deadlines, following direction from Supervisors and Leads. Maintain organized, clean, and well-documented files and scripts, ready for downstream use and internal documentation (e.g. Wiki pages). Requirements: Proven experience working as a Lighting TD in the TV animation industry. Ability to deliver high-quality lighting renders under tight deadlines. Strong understanding of USD-based pipelines and experience collaborating with multiple departments. Solid knowledge of lighting fundamentals and industry-standard tools. Strong understanding of color spaces, bit depth, and lighting data representation, including ACES. Ability to script using Python. Strong understanding of physically based rendering. Good knowledge of rendering efficiency and optimization techniques. Proven experience with Arnold Experience using production tracking tools such as ShotGrid (Flow). Excellent communication skills and ability to work effectively in a collaborative team environment. High attention to detail. Fluent in English (spoken and written). Ability to work on-site at our studio in Tenerife. A valid EU/Spanish work permit is required. Nice to have: Experience with Qt Experience working with Nuke Experience in shading.
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zyz joined the community
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dariel started following Houdini 15 Rain Effect and POP splitting - understanding groups/streams - 2nd try
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Is there a way to access the world bounding box or extantHints within the Karma material builder? I'd like to use the scale of an asset to drive the scale of the texture being applied to it. I can create an attribute in SOPs to drive the scale, but the bounding box is sitting right there and it seems like I should be able to grab it, but I've tried all the variations I can think of and can't seem to access it.
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Alain2131 started following Why does 'addpoint' work in a Volume Vop but not a Volume Wrangle?
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It works when you do some operation on the volume. Simply adding @density = @density; is enough. addpoint(0, @P); @density = @density; // Telling Houdini that it should care about this volume My guess is that the wrangle skips processing any volume that isn't referenced ? I would be curious to learn about the intricacies, if someone knows.
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In a volumevop I can generate as many points as I want, either using the 'add point' vop node or using 'addpoint()' in a snippet. However, using 'addpoint()' in a volumewrangle results in no points. I'm wondering, what's the reason for the difference in behaviour? I'm guessing there's something I don't understand about how the two work.
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Aidan Coleman joined the community
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Nice Richard - looks interesting, I'll try these ideas out. For me actually minimal mixing is ideal, the colours should stay nicely separated. Damping down the velocity is a good plan. At the moment I'm using a mono-rgb at the end with tight-spaced knots to give me the different shades. Not exactly what I was after, but it's looking promising.
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I was playing around with this idea for fluvial texturing of terrains. You can get an idea of how I got on here. https://www.youtube.com/watch?v=3IWnBREVup0&t=13s I would say it depends on the look you are going for. As you mentioned cops flow tends towards tendrils swirls. pic02 I didnt end up putting it in the video above but what can help to soften these off is to do a distort in the flow block, if you use the same velocity you will be distorting the flow at each timestep. This ends up giving you softer transistions between areas by basically blurring in a direction at each step. I think I also added a streak blur after the distort again with the same velocity. In my case for terrains I only care about the end result, so no animated mixing, just the final texture. If you want proper mixing, where one color nicely diffuses and mixes with another color then I dont think that the current flow block does this. There is a pyro color smoke example (type pyro configure color smoke) which does some nicer mixing which might be worth a shot.
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sanvilledein joined the community
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ChrisCousins started following Fine detail in fluids - Copernicus?
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Hi - looking at ways to make this sort of effect, where separated colours run into eachother. It's fluid... but I'm thinking that a full flip fluid sim is the wrong way to go about this, especially as it'll be largely flat drips that are running into eachother - the resoultion & point counts needed would be super-tedious, and probably overkill. The flow-thing in Copernicus seems promising, but I'm having trouble keeping it from forming the super-tight spirals and mushroom-y swirls. So.... I thought I'd ask here! Any advice welcome :-)
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tipfortap4 joined the community
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gurasan joined the community
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Here's the hip. I didn't have any constraints because I don't know how to set them up properly in my scene BreakChainHow.hiplc
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Can you share what you got? there are a few ways to make that work. If you setup constraints, you can delete them by different types of methods.
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Any tips on how to break a chain? I currently have an rbd sim of a chain that is being pulled and I want to break it at some point but I don't know how. I converted my chain to vdb spheres btw.
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Small update on minimal surfaces using the poisson equation and some more modern nodes. minimal_surface.hip
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tooldev Houdini AI Assistant — Analyze, Debug, Build HDAs
raducius replied to raducius's topic in Marketplace
What’s New in the Houdini AI Assistant v0.1.5 Multi-provider AI support: OpenAI (GPT) Anthropic (Claude) DeepSeek Houdini AI Assistant: https://rart.gumroad.com/l/HoudiniAIAssistant Local AI support: run models locally via LM Studio or Ollama (great for privacy/offline workflows). Prompt editing: you can now edit in the UI. MoE for HDA Architect: a Mixture-of-Experts workflow to improve HDA generation quality and consistency. Thinking level controls: select the thinking level for both Scene Analyst and HDA Architect. Easier installation: smoother setup with clearer guidance and fewer manual steps. Improved international input (Qt6 only for now): better support for Japanese, Chinese, and Korean text input. Qt5 support is coming later. Houdini AI Assistant: https://rart.gumroad.com/l/HoudiniAIAssistant- 2 replies
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bentway23 started following Point deforming hires geo onto emitted vellum objects
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I'm doing the whole emit-vellum-objects-and-then-point-deform-the-hires-even-though-because-it-was-emitted-it's-not-a-simple-plug-and-play thing. I've done this before but have completely brainfarted how I did it and Frankensteining a few different tutorials is giving me something weird. I'm not doing variants, it's just one object, but the number emitted per frame varies. If anyone can help point out the Stupid Wrong Thing I'm Doing here it would be greatly appreciated. I'm guessing it's a packing and/or naming thing along the way. (Also, I noticed that the solver sop double up the instances on the first frame.) instancetest_01.hiplc
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@ellietarrant me just playing," more like some Strange Crystal" need tweaking, with Rock Shader you can find (Please investigate and in the Future post file with your approach also) that Shader here https://www.sidefx.com/tutorials/as-cold-as-icewith-copernicus/
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Currently I have a growing frost simulation where I am just using a general glass shader that I access through the material linker but it doesn't give the frosted or sparkly effect that snow crystals have. I have some experience using the material X and karma material builder, and have recently looked in the principled shader, but im unsure which would work best for this ! Any help would be greatly appreciated!