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Found 224 results

  1. I wanted to experiment with the dynamic simulation of cloth and hair in water, but I didn't know which way to go.Is there any similar inspiration or video link for my reference? Thank you.
  2. This is one of the FX development I did for the Chinese animated feature 哪吒 (NeZha). All the FX are done in Houdini using flip and custom airfield to generate the waterfall effect, rendered in Mantra and final comp in Nuke.
  3. Waterfall Bending VFX breakdown from 哪吒 (NeZha). I was responsible for all the FX and rendering FX elements. All the FX are created in Houdini and render in Houdini Mantra, final composite done in Nuke.
  4. Cloud tornado with water VFX breakdown from Chinese feature 哪吒 (NeZha), I was responsible for creating and rendering of all the effects using Houdini Pyro and Flip, render in Mantra.
  5. My name is Gabriel Roccisano and I'm a senior FX TD operating out of Adelaide, Australia. I'm available for remote work and have access to a small sim/render farm locally. Please see my LinkedIn and reel on vimeo: https://www.linkedin.com/in/gabriel-roccisano-7090489/ If you would like to get in touch I can be best reached by email at gabriel.roccisano@gmail.com cheers, _gabe
  6. Senior Houdini Artist (Remote)

    Artist Michelle Lopez is seeking a part-time temporary mid-senior level animator to modify an existing 360 degree animation of an explosion depicting moving debris. Seeking artist with 3-5 years production Houdini experience and 1-2 years Nuke experience for 1-3 weeks of remote work, freelance flexible schedule. The video will be one aspect of an immersive video and sound installation to be presented at the Franklin Institute Planetarium in Philadelphia. The video brings together natural disasters, cultural iconography, the aftermath of violence and visualizations of entropy. Please reach out with reel/resume to michellelopez@me.com Low_Res_Joplin_Snip.mov
  7. Hi there, Rainbow CGI (location Rome, Italy) looking for FX Artist (with Houdini) and for Compositor (Nuke). general requirement: minimum experience in production 2 years good knowledge of Houdini (for FX artist position) or Nuke good knowledge of Nuke (for compositing position) respect for deadline problem solving and available to work with team for compositor skills like rotoscope, camera track and clean-plane is essentially For apply you can visit the website (http://www.rbw-cgi.it) or write to - recruiting@rbw-cgi.it Good luck! Matteo Ps. Send me a message if you should apply so I can said to the HR
  8. Splitting volumes after pyro sim

    Hi, I am creating a scene that is on fire where at one point an explosion happens. I did this by creating a different source for the explosion, giving it more divergence, temperature,.... However since they are merged and both sourced into the same pyro solver (at SOP level, Houdini 18), this is difficult for shading. Since the explosion is way hotter, the temperature scale etc... needs to be different for the explosion. I have thought of just simulating them both seperately but they influence each other so that is not really an option and since it is pretty HQ, it will probably take way longer too. The same basic question has been asked and answered as well: but I have fire and heat and burn and flame fields, so just copying the density fields to different custom fields doesn't work, at least when I tried,... Also the solver is on SOP level in my case because it's easier and that also changes stuff I thin. If you could help me with this I would be eternally grateful! Thanks in advance, Thoran Slock
  9. Hi; In case if we need to create an attribute for a simulation, what is right name for velocity attribute for Pyro, Fluid, Particles, RBD, simulation? "v" or "vel"? Thanks.
  10. Houdini pyro fire simulation

    Hi, I have tried may different options in the sim, still i'm getting the blur flames on the scene... i'm new to houdini pyro the hip file is attatched to this Thank you test.hip
  11. When I add volume visualization node, and click on the blue display flag of the node, the smoke is no longer visible. Any idea?
  12. Floating Fountain

    A passion project re-using footage shot a few years ago. The water is split into two sims: the first covering the sphere and the downward stream, the other filling the basin and overflowing around the sides. A total of over 7 million particles make up the fluid sim. Software used: Houdini Redshift Nuke
  13. Poly Carve SOP

    http://www.patreon.com/posts/31506335 Carves out polygons using a point attribute with the ability to define the carve values per primitive using primitive attributes. Pure VEX implementation, 10x faster than the default Carve SOP (compiled). It preserves all available attributes. It supports both open and closed polygons.
  14. Hi, I am specialized in Houdini FX, Simulations (flip, pyro, RBD Bullet), VEX and Python scripting also a good experience in lighting and compositing. Currently based in Shenzhen, China. you can checkout my vimeo for my work and contact me on LinkedIn. Available for freelance/full-time Houdini FX work and Houdini pipeline development. Thanks, Mahesh MS. vimeo: https://vimeo.com/maxcolor/ LinkedIn: https://www.linkedin.com/in/maxcolor/ email: msmahesh@live.com
  15. Recent work from Chinese animated feature 哪吒 (NeZha), I was responsible for creating and rendering of the water effects using Houdini flip to build a guided system for water and render in Mantra, final compositing done in Nuke.
  16. Hello, my name is kalata and I am an experienced Houdini Artist. I also have solid experience in 3Ds Max, Nuke, After Effects and Photoshop. You can check my demo reel here:
  17. Floating Fountain WIP

    I've been remaking this old shot I had worked on 3.5 years ago, taking the old footage/files and completely reworking the sim, render and comp. Feedback welcome
  18. Hi everyone, I've run into an issue and I'm looking for some help coming up with a work around. We've got a lot of effects that involve smoke trails from characters flying around and we've been using pyro clustering to make the trails. However there is one particular issue I just can't think of a solution to. The default cluster setup transfers the cluster number to a trailed collection of your source points and then finds the lowest source frame in each cluster in order to determine which frame each cluster container should be created on. This works fine normally, however if your trail loops back on itself or comes too close to where it was in world space at another point in the shot then the cluster gets confused as to which container should be used resulting in gaps in your trail. I've been trying to come up with a way to fix this procedurally but keep hitting dead ends. has anyone run into this issue before? Short of trying to convince animators to never have the characters loop back like this does anyone have any ideas on how to circumvent this problem? Thanks in advance, -Brandon
  19. Hello everyone, I've seen multiple posts and some discussion on regards to sprites, but most of it is from 8 or 10 years ago, so I was wondering if anyone would have some insight on a workflow or an example on H.17 for adding a looping image sequences to sprites. You must be thinking, "sprites? people still use those?", but the style I'm aiming to achieve relies heavily on some 2D animation. I've used some techniques with traced 2D sequences instanced into particles but for the sprites I am a little lost, specially when it comes to rendering the sequences. I've created an attribute for it based on the life $HIP/Sprite_v001_`padzero(4,round(fit01($LIFE,1,20)))`.png but not sure where to use it afterwards (shops have changed a lot in recent years). Also tried adding something to the Sprite Map on the popsprite inside dop: $HIP/Sprite_v001_`padzero(4,$F%40+1)`.png but still no success. Any help would be greatly appreciated.
  20. contrail deformation by spline

    Hey guys, I'm trying to deform a volume "contrail" by a spline with direct projection without the use of converting to points and back. I've tested this method on points and it seems to work, but am unable to get it working on volumes without major stepping. It relatively follows my curve, but I can't seem to figure out where the stepping is coming from - it works perfectly with points and conserves it's thickness, so I'm pretty stumped. I attached the project file and few screen grabs. Let me know if anyone has any ideas volumedeform_v03.hipnc
  21. Hey guys iv'e been struggling to understand about Jacobian matrix and eigenvector why they are used in smoke solver how can they effect the look of simulation? Any ideas? Thanks
  22. We have a fantastic opportunity for Senior FX Artists to come on board immediately and work on a number of high-profile projects. If you're passionate about creating jaw dropping work in Houdini we'd love to hear from you! Apply here
  23. The correct way to handle collisions?

    Hi there. I am currently building a cloth solver and have just got onto external collision handling. For internal collision I am using the same pbd approach they show off in the grains masterclass. I thought I would go about external collisions a similar way, using a gas collision detect I get the incidence vector and reflect it. Then add the resulting reflected vector to the position. if (i@hitnum) { vector incidence= v@hitpos-v@P; float mag=length(incidence); vector reflection= reflect(normalize(incidence), normalize(v@hitnml)); v@P+=reflection*mag; } The cloth still blows up, even at a high substep Annoyingly a simple if (i@hitnum) v@P=v@hitpos; seems to work worlds better albeit the colliding points get stuck in place (which is something I aimed to fix by setting the new position to the reflected vector). The reason I'm not using the gas integrator to handle this for me is because I was looking to learn how this system is implemented. What is the correct way to go about this? As always any help is greatly appreciated Thanks
  24. Hello, I'm currently pulling to hair out trying to figure this issue out but what I had a problem with is assigning a Redshift material to particles in my scene... So I have set up a particle dust burst based of an Entagma tutorial and now that I have one I need to create some duplicates of that burst. I have simplified the hip file attached but my little animation has three dust bursts obj merged together so that I can then feed them into a popnet with a vortex so they all swirl up together after they have done their little burst thing. I got that all working so far but when I go to attached RS materials to each separate burst I can't do it. I can assign a material at the obj level and it works fine, the colour changes for all of them *hurray!* but I need each dust burst within the obj geo node to have a different colour. Soooo I dive inside add a material node but the particles render white and seemingly just fail to see the material node. I have tried adding group assignments to the tree above the mat node and then using them to drive the mat assignment but it doesn't work. I've tried attribute create and attribute promote and they don't seem to help. So it seems that I can only assign a material at the top obj level and not within a geo node, but that has to be a bug right ? or what am i doing wrong? I hope I am explaining that alright and I appreciate the help in advance ! Dust_Material_Problem_v001.hip
  25. Wire Solver Constraints Shifting

    Hi, Playing around wire solver and using the attach wire to surface constraint from the shelf tool. However I ran into issues where the constraint points would shift and not stick to their assigned points. On the help docs, it says to select points on the goal object, or just select the goal object and the tool will constrain to the closest of all the goal object’s points. I've created group of the points on SOP level and assigned them via the sbd constraint created in DOP but the points still shifts. Any ideas on what's causing this or is my setup approach wrong? Goal is to constraint the wire points to the GEO easily with groups so I can deform the geo anyhow I want and attach the wires. Thanks WireConstraint.rar eIcfCqUVie.mp4
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