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Found 220 results

  1. Hello all, Getting to it I have a camera in Maya with camera shake enabled. I know baking can only work if the Horizontal Shake and Vertical shake options have been moved from the background to the channel box with the Channel Control in the shape node of the camera. Once it's baked I export it as .fbx into Houdini(16.5 if it matters). But the camera shake still doesn't show up in Houdini. Also of note, I looked through the camera settings in Houdini and I don't find anything similar to a camera shake option in there, so maybe because there isn't a setting it won't use that baked information but I am truly stuck. For fun I attached the camera, don't know if it's useful but its there. TL;DR = Camera shake from Maya camera doesn't import into Houdini, what do? Thanks. Edit for all the people out there. The solution is to just not use .fbx. Just use alembic guys, it works. Hopefully somebody else in the future will be able to use this advice so they didn't have to be me scrolling around google for two hours. CameraExport_01.fbx
  2. Closed thread
  3. Hi guys! I am working on a project that needs a spirit moving through a scene, it needs to be like flowing smoke with a glowing light effect so that if reflects on objects in the scene. I cant work out how to emit light from the smoke and move with the animation, i have been playing with both volume lights and geometry lights but i cant get either to move with the animation, they both stay at where the animation is on frame 1. I have tried selecting the volume and creating a volume light from that, and also using the original animated geometry before it was turned into a volume and making a geometry light from that, but neither use the animation. Can anyone suggest what i am missing or doing wrong? Or way to get the smoke to emit light and use the animation to move? I have attached a r&d scene file and a play-blast of my problem as it stands at the moment, any help would be really appreciated! smokeLight_001.hipnc Password: hc smokeLight.mp4 smokeLight_001.hipnc
  4. Hey all, I am quite new to Houdini and am wrestling with an issue. I have used table import to add a list of values to a set of primitive's attributes. The attributes of the primitives is then set to change to the next columns value in the list every ten frames. I then poly extrude by this value. Therefor each primitive extrudes by the value it has been individually given which changes every ten frames. This however means that the animation is not smooth and jumps every ten frames. The best way I thought to smooth this was to find the sum of the current frame and following 9 frames and then dividing this value by ten. Therefore finding the average value over the ten frames and smoothing the transition between values. Is it possible to write such an expression? If so how would it look? Cheers
  5. Hey Came to London to work for Crowd at MPC. Here's a summary of the challenges I responded to in Houdini: At the moment, I'm looking for the next thing to hop on. Most jobs for Houdini are VFX centric and I'm mostly a generalist leaning more towards geometry, rigging and motion processing side of things. Here's some public Orbolt Assets: https://orbolt.com/search/?q=probiner Building one right now to upload, to alike the matrix one, visualize arrays of vectors: https://i.imgur.com/ZPki1XN.png Let me know if there's something fit mid-term going be it for Houdini or XSI or even just if you're around and want to have a chat! Thanks
  6. Hello, today I am facing very difficult problem, maybe you could help me in this struggle. Scenario looks like this: I received animated tree exported from SpeedTree as an alembic file. Now in Houdini it looks like wind is moving leaves which is perfect. The problem is I would like to collide with the leaves with RBD objects which are bouncing around my scene. I would like to keep my “wind” animation on a tree but make the tree responsive to any objects that may collide with it and make it so the leaves would bend on collision. Is it possible ? If so what would be the way to achieve such effect. Have a nice day and thank you for your input in advance. P.
  7. Some Looping RND Animations

    I'm not working in a studio setting anymore, so I've been doing random little houdini experiments to challenge myself, and keep learning new techniques. It's been a lot of fun. https://www.instagram.com/rycofx/ Hey does anyone know a better way to present these than instagram, or have a suggestion for a good GIF converter for linux?
  8. Houdini Lighting Artist - Interference Pattern

    Houdini Lighting Artist Interference Pattern are recruiting for a full-time Houdini Lighting Artist. The Role We are looking for a Houdini Artist to take a lead lighting role on projects. An ideal candidate would also be skilled in Nuke (or similar compositing package). The Role requires a broad knowledge and experience of the entire 3D Pipeline, with a focus on producing polished lit shots. We appreciate that potential candidates may have varying levels of experience; we are primarily looking a proven track record in turning out great looking work using Houdini and a candidate who can demonstrate a strong sense of visual aesthetics. Responsibilities Responsible for final Houdini 3D scene assembly and output, including Digital Asset creation, setting up lighting and rendering final outputs. Working closely with a project’s creative team, directors and clients to define the best approach and execution for projects. Optimize and troubleshoot lighting and rendering problems. Additionally candidates may be asked to work on compositing final shots dependant on experience. Shading/texturing work as and when required. Requirements Demonstrated knowledge and experience of Houdini within a production environment. Strong understanding of multi pass 3D rendering and compositing. Strong understanding of lighting/shading/texturing principles and techniques. Knowledge of rendering techniques and optimization processes to minimise render times. Ability to work within a style established by the Client / Creative lead. Experience with Nuke or similar compositing package (eg Fusion). Programming or scripting skills would be beneficial, but not essential. Ability to problem solve and predict potential problems. Strong communication skills are critical. Artist must be able to work within a team, taking direction and exercising attention to detail. Solid work ethic and a positive attitude in the face of challenges Strong time management skills and organization. Minimum of 3 years production experience and a degree qualification required. If candidates do not possess a degree, 5 years production experience required. Degree and work experience requirements may be waived if candidates can show exceptional skills. Currently be able to work in the UK. Able to be located on-site in Edinburgh About us We are a small and perfectly formed animation studio based in Edinburgh, one of the most beautiful cities in the UK. We do a diverse and interesting range of work, including documentary features, commercials and original shorts. Application process To apply, please send us your CV, cover letter and links to an online showreel or portfolio to info@interferencepattern.com Job Type: Full-time
  9. Senior 3D Artist - Interference Pattern

    Do you want to come and work at a vibrant and passionate animation studio, based in the beautiful city of Edinburgh? If the answer is yes, then check out our current job opening below. …about Interference Pattern We are a small and perfectly formed animation studio based in Edinburgh with a diverse and interesting range of projects in the pipeline, from documentary features to original shorts, working in 2d, 3d and vfx. …about Edinburgh Edinburgh is the beautiful, historic and vibrant capital city of Scotland. With a blossoming creative arts scene and great access to the rest of Scotland it offers the best of both city living and the great outdoors. Senior 3D Artist We are recruiting for a senior level 3D artist for a full-time position at the studio. Ideally the candidate should have a minimum of 4 years production experience, with some of that time spent in a more senior artist role. This timescale is negotiable depending on an applicant’s portfolio. A generalist 3d skill-set is required, with strong lighting and compositing also being an advantage. The role will entail most aspects of 3d production, with a focus on modelling, texturing, lighting and compositing, with rigging and animation, if covered within the candidates range of skills. If you have a more technical mindset then there is also scope for contributing to the development of our studio pipeline and procedures. Start date is negotiable depending on the right candidate for the position, but we are aiming for immediately. If you relish the prospect of working in a dynamic, growing animation studio this could be the perfect position for you. Responsibilities working on all aspects of 3d content for studio projects from modelling to lighting and compositing working closely with a project’s creative team, directors and clients to define the best approach and execution for projects Requirements Artistic Requirements a generalist 3d skill-set strong lighting and compositing a bonus portfolio showing both photo-realistic and stylized 3d examples an attention to detail and ability to self-critique Personal Requirements minimum of 4 years production experience excellent problem solving skills an ability to guide and direct junior members of the team a strong track record in successfully delivering projects within deadlines, whilst meeting the required quality and creative criteria currently be able to work in the UK. able to be located on-site in Edinburgh Technical Requirements (bonus) familiarity with the following software would be a bonus (but not essential) Substance (Painter & designer), Photoshop Houdini, Maya, Zbrush Nuke scripting and coding skills a bonus Application process To apply, please send your CV, cover letter and links to an online showreel or portfolio to info@interferencepattern.com
  10. Hi guys, I'm having some trouble using bone length for squash and stretch as its giving me crazy deformations that I cant fix. (see attached file) if anyone knows how I can solve this, it would be much appreciated. Also, the other problem is, how would I implement volume preservation with the squashing and stretching? In maya, we would use the joint scale but Houdini seems to give weird results if I scale bones. Any help is much appreciated. Thanks. rigging_bone_stretchy_problem_01.hip
  11. Hi guys, I'm having some trouble using bone length for squash and stretch as its giving me crazy deformations that I cant fix. (see attached file) if anyone knows how I can solve this, it would be much appreciated. Also, the other problem is, how would I implement volume preservation with the squashing and stretching? In maya, we would use the joint scale but Houdini seems to give weird results if I scale bones. Any help is much appreciated. Thanks. rigging_bone_stretchy_problem_01.hip
  12. Houdini FEM stops at frame 800

    I am trying to sim a 1000 frames of a FEM coral with branches swaying in water currents. For some reason it freezes at frame 800. I checked all the DOP nodes, and couldn't find anything obvious. What am I missing? softCoral.FEM.paintWidth.h16p5p378.v27.hipnc
  13. 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
  14. Hi, ODfellows! This is my first post. I'm glad to in the company of experts. I'm hoping some kind soul can help stop my accelerating hair-loss. So... I'm trying to tie a basic shoelace style knot. I've made groups for the ends of my wire to make "aglets" (the bits on the end of shoelaces), but I'm having trouble guiding them around. Am I missing something obvious? Thanks! Slideshow Blob
  15. Hey magicians! I wonder how can i replace particles with animated geo looping over time? Here is a example video Any tip to drive looping geo by particles or how to achieve something similar will be great Thanks!
  16. Hello, I am creating some tutorials, mostly character and rig oriented (which is my favorite part of software) whatever I see it may be useful for others and I am good in it I record! https://www.youtube.com/channel/UCM_yYXvQrgbMFThS1RVzBnA See you.
  17. I need some help with making this corals and animation. I wanna make that corals to be shaked when I blow wind. If I already have those corals modeling, Do I have to make it to cloth objects ? I really have no idea with this T_T I'm just beginner If you have any good Idea about it, please let me know ! and about making procedure corals too Thank you for reads
  18. Hi Could you explain me how can I make this scene at 02:50 in this video ?? If you let me know tutorial about this, It'll be big pleasure to me Thank you , and have a good day !
  19. Hi I can't seem to export my rigged character from Houdini as an FBX to come into Motionbuilder with the bones. It seems that only the nulls and controllers are coming in (which is the opposite that I want). I am using 16.5 and it looks like there has been some changes in the fbx export. Has anyone done this successfully? What where the FBX settings? Thanks in advance for the advise. Rob
  20. Hi, I'm trying to import a houdini character to ue4. I'm following Varomix's tutorial > https://www.youtube.com/watch?v=o8A2U3jmng4. I can't seem to get any animation sequence when importing the simple female walk cycle, using identical settings as the video. I've attached a screen recording of the settings. If anyone has any tips for importing to ue4, that would be a huge help. Thanks in advance RecordingEdited.mp4
  21. CHOP's Frame limit

    I am in the process of setting up several camera rigs following the same piece of geometry with lagged "look at" constraints. The lagged Nulls I have made the camera "look at" only behave as they should up until frame 240, after which they stop moving completely, despite the scene length being 1000 frames. I have attached the .hip file, any suggestions are much appreciated. Thanks! CHOPsBug.hipnc
  22. Hello everybody, I’m relatively new to Houdini, and as part of a personal project (a short film), I’m currently trying to reproduce an effect based on the recursive subdivision of a surface. We can observe the said effect for instance on this video made by Simon Holmedal : https://www.instagram.com/p/BK8ivNajNdu/ The different iteration (non animated) of the algorithm can be also observed on this video : https://www.youtube.com/watch?v=HHKPdf67Sfo Or on this one : https://www.youtube.com/watch?v=K1mlO2YSfU4 It is also the same effect used in the official SideFx Ident (Simon Holmedal again): https://vimeo.com/164501803 I searched every topic on OdForce which seemed to deal with this technique, I found several topic like : • http://forums.odforce.net/topic/28803-this-subdivided-thing/ • http://forums.odforce.net/topic/28161-triangle-polygon-morph-animation-to-fractal/?tab=comments#comment-160368 • http://forums.odforce.net/topic/26779-how-to-creat-subdivision-pattern/?tab=comments#comment-154625 And also the famous tutorial by Entagma regarding subdivisions : • http://www.entagma.com/loops-subdivisions/ Those topics seem to give several techniques to subdivide a surface into smaller triangle, but none of them propose a solution to actually animate the subdivided mesh. It seems that the overall technique is based on a recursive subdivision, coupled with the fact that the subdivided parts move along their normal, in order to give this effect of extrusion and fractal. I’ve also searched more deeply into the code of such an algorithm, and I’ve found several websites (with code) explaining this effect: • http://code.algorithmicdesign.net/Recursive-Subdivision-Mesh • http://atlv.org/education/ghpython/#7 • http://www.geneatcg.com/2014/11/21/rhino-python-tessellation-subdivision-first-version/ • http://www.geneatcg.com/2014/11/28/rhino-python-mesh-boy-surface-subdivision-analysis/ There are also other websites (less significant) dealing with this issue: • https://codequotidien.wordpress.com/2011/07/18/half-edge-mesh/ • http://www.wblut.com/he_mesh/ • https://codepen.io/anon/pen/YEyYZv • https://wewanttolearn.wordpress.com/tag/mesh-recursive-subdivision/ That’s all I found regarding this effect. Does anyone know how to make this kind of animation? If so, could anyone post a Houdini file which implements this technique so I could learn from that ? Thanks by advance, I hope someone here will know how to resolve this issue !
  23. I just wanted to say hello and how much I'm enjoying teaching myself Houdini! - I came to it by finding work colleagues enjoyed my Powerpoint presentations and thought I could make some fun animations for youtube during my spare time. I can't draw too well and so I use a lot of graphics from CC0 images. Here's a playlist of what you can do in Powerpoint with a lot of jiggery pokery: Powerpoint is good and you can get instant good results but it started to become a bit limiting and so I moved on to Anime Studio Pro which is a 2D animation Package that includes Bone rigging - here's a bigger playlist: My main interest is telling stories and so I'm currently learning Houdini and figure out ways that I can use it to tell more stories about old Grannies and Space Aliens!
  24. Hello I am trying to do something really simple and I am finding it to be quite hard. I am trying to rotate a box so that it carries momentum and settles down naturally as if it had mass. I have included a .hip file where I have attempted to do this manually but it is not the best. I am struggling to get the animation editor to behave and I have to keep closing and reopening Houdini as the Animation editor and the viewport are not marrying together. If anyone knows why this is or if there is a better way of doing this, (I have tried motion fx (spring)/chops but it failed miserably) I would be very appreciative. I have come a long way in this wonderful program but for some reason the animation editor feels really clunky in comparison with the rest of the program and I don't know if it's something I am doing wrong. Thanks dampened animation.hip
  25. Hey there, how would you go about changing the animation/simulation state of e.g. a cloth sim? I tried the pin to animation attribute to release the cloth object from the animation; but bringing it back to follow the animation is harder. it just snaps into place when I put the attribute back to 1 in the sop solver (dops). Also does anyone know a way to mix between animations and simulations? Lets say the cloth object is meant to somehow follow the movement of a master object but also should react to some forces. Or in other words: object is moving fast = animation state; object suddenly moves very slow = simulation state; objects moves out of the frame again = smoothly go back to follow an animation. The pin to animation attribute isn't allowing 0.5 values or so.
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