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Stephen

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About Stephen

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    Stephen
  1. Mid/Senior FX Artist - Toronto

    https://mavericks-vfx.com/opportunities/ Mavericks VFX is a three-time Emmy-nominated VFX firm based on Toronto, Canada. Working as a collection of filmmakers—drawn from a diversity of backgrounds, perspectives and talents—we create outstanding visual effects for film and TV. We are proud of our family-vibe, but rely on our strong pipeline and learning from our seasoned artists to produce world-class visual effects. An excellent health and dental plan, complimentary gym memberships to Hone Fitness (in our building), beautiful offices, Cocktail Thursdays, a Softball Team, Blue Jays games, and a multitude of (non-mandatory) company outings…these are some of the ways that Mavericks VFX tries to give back to our employees for their stellar work and dedication. If Mavericks’ culture resonates with you and you are seeking to be a part of an exciting team-based environment, we’d love to hear from you. Responsibilities and Duties: Work closely with VFX Supervisors and Leads to determine the best approach to solve fx challenges and develop final look in shot development Work with other TDs, art directors and designers to create photo-real effects and physically accurate simulations Accurately interpret concept art and design from the Art Department Use and understand 3D / 2D applications such as Houdini, Maya, and Nuke Provide input regarding tools and interfaces to improve throughput Producing a final overall look that far exceeds client expectations. Create dynamics and simulation effects using rigid body, particle, fluid, pyro, cloth, fur and hair systems. Rendering FX elements or assisting in exporting to another renderer. Work within a collaborative team environment, contributing efficient design approaches for challenging FX shots. Regularly submit WIPs and take direction from CG and VFX Supervisors Demonstrate a broad range of FX abilities in a collaborative environment to conceptualize and create the overall look, attitude and style of the FX Interpret verbal direction and visual reference to understand the story context and aesthetic objectives of visual effects R&D and implement FX, run shots: particles, rigid body, fluids, large and small scale destruction, smoke, dust, lightning, fire, storms, explosions, etc. Support integration of effects into other department’s workflows and collaborate with them to ensure deliverables meet requirements Meet project deadlines and milestones, as set by the Production department and the Supervisors Provide suggestions and recommendations on technique and elements in the context of the scene Actively promote and communicate sound solutions to technical and creative issues Maintain and communicate a strong knowledge of innovative FX animation technologies Participate in the development of department procedures: workflows, toolsets, best practices Maintain positive, supportive and collaborative team dynamics Requirements: 3+ years of production experience using Houdini in film/commercials (knowledge of Autodesk Maya is a plus) Knowledge of particles, fluids (smoke, dust, water), fracturing, MEL/Python Thorough knowledge of VRay (Mantra a plus) Follow creative & technical briefs with regard to the production schedule and set milestones Work with animation, lighting & compositing as necessary in order to meet FX animation objectives A demo reel showing a strong sense of composition, light and colour Excellent communication skills and technical knowledge Must have the ability to work autonomously and meet tight deadlines Strong communication skills are critical Candidate must be able to work within a team environment Ideally, the Candidate would be Toronto- based and legally allowed to work in Canada
  2. Create a Trail explosion in Houdini 17.5

    That's your issue, should have searched vimeo 24min mark has the emitter your maybe looking for. Or dig through the hip file in the video description. https://vimeo.com/225159293
  3. Basic uv-mapping

    This video should help. https://www.sidefx.com/tutorials/uv-flatten-cut-sew-align-straighten/
  4. Grains point deform speed

    Hey all, I been messing with some grains and loving the speed but I ran into a slow down on the meshing side of things. I'm doing some wacky fractured objects so I am having to iterate over each piece and point deform them separately. Once you start working with upwards of 100 pieces the point deforms grind to a halt. I am hoping someone has a trick that would speed this up or point out the obvious mistakes in my workflow that will unleash the speed! grainsTest_v001.hip
  5. Redshift: .rs proxy of lights?

    Interesting, thanks for the info! It was not super clear in the redshift houdini docs that I was able to archive all the things in a RS proxy. It only mentioned " The Redshift ROP nod has - The tools to export objects or scenes as Redshift Proxy files."
  6. What are the benefits/applications to creating an .rs proxy of a light? I only ask because I did not realize I was creating an .rs proxy of my object and the light in my scene when I created my archive. I realize now that I just have to check on the "export only selected objects" and it will exclude the light. It would have saved me a few hours of digging if that was checked on by default. Thoughts?
  7. using instancefile with redshift?

    Thats great! I need to start postings over at redshift. @atom I just did a really quick test and it looks like the instancefile attribute takes priority over the instance attribute. So you shouldn't be getting duplicates.
  8. using instancefile with redshift?

    Hi Atom, I attached the solve. Unfotunatly .bgeo is not supported when using instancefile. @Sepu fix works as well. The .rs file takes the place of the .bgeo The key is in the OUT context. In the file attached I have separated out the steps. It seems like redshift has combine the rop for rendering and exporting their (proxy)geometry. So set up one rop to cache out the .rs file/s and another rop to render the image. I attempted to cache the .rs file with a ROP Output Driver but it did not work. There must be some magic behind the Redshift ROP. rs_instance_v002.hip
  9. using instancefile with redshift?

    solved... Just had to export the .rs proxy file from Redshift ROP > Archive tab. Now instancefile is working is working. Would be great if that was broken out like the Geometry ROP.
  10. Im just getting into redshift and I have been googling around try to figure out if using the instancefile att is possible. I would like to instance files off disk so that I can have control over the frame of the cache that I'm instancing. I set up this simple test scene so feel free to take a look and point out what I have missed. Thanks, Stephen rs_instance.hip
  11. F.E.M. stretch using constraints

    Sounds like what you are looking for is the "cloth attach constraint". You can find it on the cloth shelf as "attach to body", it will work with FEM.
  12. The Plan

    Set your RBD fractured objects "Group Mask" to read in just your pieces (in your case large_*). For your ground go to your RBD object under the Physical tab uncheck "Compute Mass" and set your "Mass" to 0 hope that helps -S
  13. My Reel

    Thanks! Ya I might try a bit more of a shadow on the building.
  14. My Reel

    Hi Odforce, I am just about finished up my study at Vancouver Film School. I am in a six month Houdini program under the instruction of Ray Corbett. I would like to share the work that I have been doing here with the community. You can see my reel at www.wagnervfx.com I guess ill give a short rundown of how I created each piece. The intro clouds are i3d volumetric renders, the tree is all procedurally created using l-systems, and the last piece is created with sprites and dynamics. I would like to thank the community for helping me create some of these pieces. Especially for those of you who have shared there knowledge of l-systems. I would also like to thank Ray Corbett, Mark Story, and the class of HD05 for all their help and guidance. Questions, comments, and crits welcome. Cheers, Stephen
  15. lsystem animation

    Fix it. ..kind of. For those of you who are interested. I just animated the generations of the other lsystems.
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