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Showing results for tags 'Environment'.
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Hey! I'm Daniel, Long time fan of OdForce forums. Here's an open-world procedural environment I made in Houdini | Unreal! All of the tools and assets were created from scratch: https://www.daniel-mor.com Open to work offers, Thanks!
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Hi! I just wanted to share my tree and plant modeling toolkit Simple Tree Tools. Its available on Gumroad for both Indie and FX users and contains 18 HDAs specifically aimed at trees and plants modeling in Houdini. I hope you guys like it as much as I do! Heres a video of some of the new features in this release. Let me know what you think! Cheers Nisse
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Houdini environment artist We are UPP Advertising (www.upp.cz/advertising) and we are looking for our studio in Prague an experienced Houdini artist to help us generating large scale and full CG natural environments in photoreal quality. Desired experience and skills: - demonstrable experience creating photoreal and consistent quality outputs using Houdini terrain tools - ability to optimize and efficiently work with data-heavy Houdini scenes - experience with full CG environment shots assembly, shading and lighting (Mantra, Redshift) - ability to use VEX - experience using and building Houdini digital assets - strong problem solving skills and shot finishing skills - good communication skill and ability to take direction with minimal supervision - ability to learn and adapt to proprietary tools and processes - knowledne of following applications is a plus: Speedtree, Nuke / Fusion, Substance suite - ability to use Python to power-up Houdini digital assets is a plus - good English If you are interested send me your CV/showreel/work to: martina.sramkova@upp.cz
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I'm working on the terrain and I want to optimize the heavy wooden geo for the environmental rendering, What should I do? too many point and prim
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Hello everyone, I have just published a new shot on my Vimeo channel! In this episode I tried to explore the creation of CG environments and new techniques such as matte painting and 3D projection. It is based on a course taught by Emilis Baltrusaitis available on Yiihuu.cc. Houdini was mainly used here for details assets and atmospheric. Feel free to subscribe to my Vimeo channel if you liked it! Any feedback will be greatly appreciated!
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Hello, I was wondering if anyone has dabbled with building a custom environment for Python development in Houdini. My goal is to simulate the hython shell in visual studio code and run my script with corresponding feedback in a Houdini session. The SideFx documentation on Command-Line Scripting is a great start. I understand bash scripting and setting $PATH variables but with that said I am a noob for creating this kind of interwoven setup and could use some guidance.
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Hey all, I'm trying to set the environment variable HOUDINI_USER_PREF_DIR - to a specific folder. I have other environment variables working perfectly, but I cannot get this one to work regardless of whether I use a windows environment variable or place this inside the Houdini.env, Everytime I open Houdini and check the shell using hconfig, it says my temp directory is set to the default directory, does anyone have any ideas? My only guess is this is being set elsewhere and their fore overriding my manually created env varaibles. (Ive checked spelling etc. and this is what my windows env variable looks like; name = ‘HOUDINI_USER_PREF_DIR’, value = ‘D:\Houdiniprefs’ ) Thanks Chris.
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Good day ladies and gentlemen, This student project is a Houdini tool aimed at generating game-ready rooms using predefined asset libraries, developed by myself and Mihnea Stoica, over the course of five months, at Breda University of Applied Sciences. We developed this tool, as part of an outsource group, for a student game project, called Captain Starshot, developed by Double Door Games. We wanted to see how flexible and adaptable the tool was with different asset libraries, therefore, by courtesy of team Morbid, a student game team at Breda University of Applied Sciences, in one week we were able to make a new test case, where the results of the generated rooms looked very promising. All kind of feedback and suggestions are welcome ----------------- Developers: · Gonzalo A. Gigosos https://twitter.com/GGigosos https://www.linkedin.com/in/gonzalo-gigosos-739247b1/ · Mihnea Stoica https://twitter.com/stoica_mihnea https://www.linkedin.com/in/stoica-mihnea/ ----------------- · Double Door Games https://www.doubledoorgame.com/ · Captain Starshot (avaliable on Steam for free) https://store.steampowered.com/app/1037410/Captain_Starshot/ · Team Morbid https://shatteredlights.com/ ----------------- · Song Title: Crimson Fly Artist: Huma-Huma youtu.be/qpxhgby-ONI ----------------- · Breda University of Applied Sciences https://www.buas.nl/
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Calling all Character FX, Lighting and Environments/DMP artists! We are after Senior Artists immediately for short term work until December. Come and join our wonderful studio in beautiful, sunny Adelaide. If you are available, submit your interest below! Lighting (Katana skills required) https://www.smartrecruiters.com/MPC/743999692215810-lighting-key-artist Character FX (Maya and Houdini required) https://www.smartrecruiters.com/MPC/743999683070101-character-fx-artist Environments https://www.smartrecruiters.com/MPC/743999691502006-environments-artist Digital Matte Painting https://jobs.smartrecruiters.com/MPC/743999693384233-digital-matte-painters If now isn't the best time, it would still be great to hear from you so we can keep you in mind for future opportunities. Please make your availability clear in your application.
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APPLY NOW As an award-winning animation studio, arx anima is specialized in high-end character animation and development. For our upcoming feature film we are currently looking for motivated, integer people with a hands-on mentality and an open mindset. We truly believe that building up a positive working environment automatically crafts happiness on all ends. As the Environment Supervisor you will work closely with the Art Director, CG Supervisor to set quality standards, identify potential strategies, assess technical options to meet the visual requirements and evaluate production schedules. You participate as a leader and hands-on contributor through all stages of preproduction and asset production. Working period: We are looking for you to start working as soon as possible - throughout the end of asset production which is estimated by April 2020. Location: Preproduction will take place in Vienna, Austria - the world’s most liveable city - until the end of August 2019. You are willing to move to Las Palmas after the preproduction phase with regard to proceed with production on the charismatic island of Gran Canaria. Responsibilities: Equipped with a hands-on-mentality, you will conduct the creation of expressive characters, including the building up of topology, textures, shading and animation rigs. Teamwork is a virtue. You will lead a marvelous team of artists to craft amazing landscape that meet the technical and aesthetic requirements of the project. You will supervise an Environment Team composed of modelers, texture painters and look development artists in the production of extensive open hair sets, providing both artistic and technical mentorship. Environments are an essential part of any production. In this position you will be directly responsible for ensuring disciplines of scene assembly, layout and set dressing. You will work closely with the Pipeline lead, Layout supervisor and Lighting supervisor to guarantee the smooth transition of the Environments to the final stage of production. Requirements: For the open position as Environment Supervisor you will bring Strong knowledge and understanding of the natural world and architecture Experience in producing animated movies and/or series in the same or a similar position for at least 3 years Strong leadership skills with a solution-driven mindset Deep understanding of technical needs to define the production requirements Experience in production of environment is required Experience in procedural modeling and scene optimization is a big plus Proven technical knowledge of Houdini and Maya is a big plus Deep understanding of the relevance of the asset department to ensure a smooth production workflow is a high advantage Ability to delegate and empower your team Social skills for your fellow coworkers, including 50GB of humor and respect Ability to implement and maintain an open and supportive feedback culture APPLY NOW We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, age or marital status.
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Hello all, So ive been customing the Houdini env variables within the Houdini docs folder. All working correctly with my job and hip file paths set as I wish. I was wondering is it possible to reference a system environment variable within the Houdini env variables script? (So set a environment variable called HOME to a certain path in the systems env variables) (Then call HOME within the Houdini env variables to set JOB or whatever). Any guidance or help appreciated as always Thanks C.
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I've always been fascinated by procedural set modeling, so I figured I'd try my hand at modeling some tropical marine life in Houdini. I'll be posting my progress here! I have started hashing out a few basic types of coral, anemone, etc. Hoping to eventually get this all into a large scene. Anemone motion test: I apologize, but I cannot currently share hip files of these scenes since they may be used in a contract.
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Are you crazy about textures, shapes and colours and constantly looking for new inspiring creation challenges? Are you passionate about 3D? Do you consider yourself great technically and creative? Do you like playing around a variety of software to get your aesthetic and realism always higher? Do you sometimes dream of joining a multidisciplinary team of pioneers based in Montreal and feel you’d thrive amazingly in international ambitious multimedia experience projects? Here is our content reel for you to be inspired: https://vimeo.com/178357432 Moment Factory is looking for creative and expert 3D Artists in different aspects of the 3D pipeline with special interest for modeling, texturing, environment and FX. Our tools are Maya and Houdini. Please note: we are not looking at character animators or any other kind of specialist 3D animators but our 3D artists also animate objects and abstract images and, therefore, a knowledge of animation is a requirement for this role. Send me your CV/linkedIn profile and portfolio/Demo reel at julietb@momentfactory.com We offer to sponsor the working visa for non-residents in Canada. Some rules apply. Note: advanced level of English is necessary and only artists with relevant portfolio will be contacted.
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We are currently seeking a talented and experienced 3D Environment Artist to join the crew at our Montreal studio. Our ideal candidate must be a highly creative, self motivated artist with solid 3D modeling, texturing, and lighting skills for environments and prop work. Previous experience creating top quality work for film and television is definitely an asset. 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.
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Let me start by saying that I am not a smart man... (and thus shouldn't be using Houdini for a living but hey, here I am). I'm trying to render a latlong image from camera for re-use as an HDR -what beyond setting the projection to panoramic is required? Is there any relationship to focal length or is it ignored with a polar render?
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Hi, we're looking into hqueue and noticed that hqueue clients don't inherit the environment or the otl paths. i.e. otls stored on ~/houdini14.0/otl are not made available to the client. (I'm having a look at the hqueue docs but can't find anything regarding this. Also manually adding the otl_scan_path variable in the hqueue rop and submitting a job doesn't seem to pass the variable to the client on the farm.) Is there a way to configure hqueue so that clients would launch a specific wrapper? or simply inherit the current environment including otl_scan_path? Thanks for your help L
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Hi. With Visual Studio 2015 released with Python Tools... did anyone succeeded to setup Hython Environment for Python development so it would display more than one level deep of help? With this setup I get standard one "." level deep help: Thanks!
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Hi Guys ! Here is my zebra all done in version 10. Please do comment so that there is scope for improvement !
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Hi guys, I am currently trying to do a cloudscape with Houdini's CloudFX and was hoping that you guys can give me some advice. I am trying to form clouds like this reference image But using following the cloudfx tutorials only gives me spherical clouds as the image below: Here is some hero cloud stillframe renders: So, my question is how do I go about doing those elongated shape clouds? Do I need to model out a similar shape and copy to a template or is playing with the cloud node settings enough. Thanks!
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Over the course of my graduation project I looked into how a procedural system could be established that would generate a unique deathmatch map that would require as little need of user input as possible. I researched the structural elements of classic deathmatch maps and applied these to construct organic environments. The procedure goes through several steps to establish rooms and paths. Once all rooms and paths have been established a volumetric approach is used to create the mesh. The uv mapping and and polygonal optimization are also completely automized allowing the user to generate a unique map by only pressing a button. Next to having a tool that generates maps without the need for user input, several features for user control were implemented, this does require some knowledge of how Houdini works. The user can manually adjust paths (adding removing etc.) and sculpt additional cover objects. Once exported the map can be imported directly into UDK and be played against bots.
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Greetings How to edit code of environment light? I guess gi_light shader is core of env light [from shelf menu], am I right? Still, environment light has more options than gi_light and seems to behave more accurate. I wanted to see if there's easy way to get angular or cubic projection of environment map. Right now in environment light [and gi_light] there's only sphere projection which is by default. I know there's isixpack utility, but I am not looking for such methods . I was looking for answer for about month, so: geometry light: too noisy, too slow constant shader: too noisy, 0 control about source samples Any tips&tricks?
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