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Found 207 results

  1. 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
  2. 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.
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. FX Artist

    We are only able to consider applications sent directly through our website. Please apply here: www.lumapictures.com/careers You can: Design and create effects simulations for production (simulation and render) Light and render FX passes for specific shots using developed FX rigs Develop rigs/techniques to implement and optimize approved looks Produce look tests based on provided reference materials Create tools and scripts to facilitate workflow Creatively and technically solve problems given art direction Multitask on multiple shots at once while managing time efficiently You have: Excellent knowledge of Houdini At least 2 years experience in VFX Production A strong understanding of physics and natural phenomena A good balance of visual and technical skills A team player mentality with a ‘get it done’ attitude Ability to take direction and work in a team focused environment Strong time management and organisational skills Excellent communication skills A solid work ethic and a positive mindset This position is available in both our LA and Melbourne offices.
  10. 1. Is there a way to emit whitewater from a specific region? I am trying to get whitewater appear around the sphere only. But coudnt get it to work. Also i am trying to get rid of swirly kind of whitewater style as shown in image File attached. 2. Can ocean spectrum emit foam when it interact with an object? ocean_cliff_foam_v01.hip
  11. Looking for Visual Effects Artists for the post-production of my short film, When the Rain Sets In, brought to you by a team from Oscar and Emmy Award-Winning productions. 3 Shots that need working on from our footage. We shot 3 plates: live, green screen, and empty. All in 4K. Everything is on Dropbox for viewing and would need the shots by the end of the summer. 1) Creating fireflies that move behind her at the table she sits at. She is unaware of them. 2) She transforms into a hologram. 3) A red heart vapour appears between his fingers. www.whentherainsetsin.com [www.whentherainsetsin.com] Budget is tight, but paid positions. The film will be entered into all of the Oscar qualifying film festivals upon release. Please provide reel and quote
  12. Houdini Live Link

    HOUDINI LIVE LINK AVAILABLE NOW IN GUMROAD many people have asked me to share live link script now in gumrorad Only priced at $ 7 houdini live conect with windows explorer you can quickly load ton's of model like obj ,bgeo to houdini directly by only one click https://vimeo.com/322629176
  13. Hello! I have recently been offered my FIRST FX job! I am familiar with Maya, and some Max, but this job requires that i use Houdini, so now i am all in! VERY EXCITED!!! I have a scene where i have to make some letters rise from sand. The issue is that i cannot get things to collide correctly. Doing my research i have tried using it as a RBD object, and using a trail sop to computer its velocity, but i still dont see any collisions. I use static object, pointing to a VDB smooth as the proxy geo, and all of the collision detection/mode set to volume, but no collisions still. I set the sim up with an initial state file too. Could that be the issue? When i take away the VDB to polygons and VDB smooth, delete and just run the sim as a regular static object, everything works! But...i get some weird artifacts rendering. What is the best approach to this method in Houdini? Im sure the solution is just a setting away, but im lost here. Any suggestions? LetterSetup_001_collProbs.hip
  14. My Effects Pipeline

    My Effects Pipeline Destruction Constraint toolset Tree Rig Lib and much much more Viemo Playlist : https://vimeo.com/album/4484231 password : 6h45 please if you have any comments tell me !!
  15. Sulaiman - Compositing/Houdini FX

    Hi everyone! I am a VFX Artist who just recently graduated from 3dsense Media School who specialises in a wide range of skillsets Below is a Vimeo link to my showreel as well as my submission to The Rookies! Do feel free to drop me a message, thank you! Contact me and check my channels: sulaimanwar18@gmail.com https://linkedin.com/in/sulaimanwar/ https://www.artstation.com/sulaimanwar =================================== https://vimeo.com/325603170 https://www.therookies.co/entries/427 FinalProject10.mov
  16. Arunkumar - FX TD - Reel 2019

    Hi guys, I'm an FX TD looking for challenging VFX opportunities. Please take a look at my reel, and get in touch. Would love to discuss about prospective collaborations and/or full-time work. Comments, suggestions and critiques are most welcome and would help me improve the reel. Thanks.. Arunkumar arunkumar.subramanian@gmail.com
  17. Hi I was trying to create an effect of cloth pieces sticking to an animated object on contact. However, it seemed to release and re-attach every substep. Sometimes, they "creep" on the collision surface. These are the goals I tried to achieve 1. Dynamically attach to deforming collision on contact 2. Dynamically delete the paper if they fell under y 0. (done, thank to Toadstorm's post 3. Make the attached points static (pin to animation?) if possible, to reduce calculation cost. Here I attached the hip I'm working on. test_vellum.hip
  18. I'm trying to make custom velocity field in fluid dopnet. but I couldn't find any tutorial with this.. there are only version before H17 and some are about Pyro. when the fluid particles passes that box on right of the view, velocity pushes particles to its own velocity direction. Can you tweak my hip file for it ? I'm having problems with how can I make box to vel field, and set volume source node up in dopnet to use it as volume velocity. If you help me, It will be really big pleasure to me custom_velField.hip
  19. Thistle One

    Hey all, this is a collaborative project directed by Bobby Beck from Pixar (ex employee) and a bunch of artists from all over the world. My role was FX lead/sup so I did both shot works and lead roles on the FX side. All done in Houdini and rendered in Arnold. Thanks for watching and feel free to share it all over. https://www.youtube.com/watch?v=sl0J4XoARjk
  20. Object Fold Unfold

    Hello, Looking to make a similar effect http://www.tokeru.com/cgwiki/?title=Houdini#Unfolding_polys However, currently the effects works on faces (per-face) Is it possible to achieve the same but on islands or name attribute instead of face? Basically, the desired effect would be to unfold based on the color marked islands/groups. any suggestions or help please. Ipad_Cut.hipnc
  21. Hi, We are currently in production on an exciting feature film project. We looking for a senior Houdini FX artist to join the team, our preference would be for the applicant to be able to work in Sydney, however, we are open to remote work for the right person. You would be responsible for pyro, dust, debris and floating petal/flower effects. For more information or to apply please send any applications through to `glenn at suberashi.com` Cheers, Glenn
  22. Hi Guys, For a tool i'm working on i need the radius of my metaball to be affected by the size of a painted region from a terrain, can anybody suggest how this would be done? It needs to change as the user paints but i'm getting stuck on the exact terminology of the code i would need to type into the region field on the metaball, this is what i currently have typed into the radius field on the metaball but it isn't working: getpointbbox_size(/obj/leaf_pile/"bound1", 0) Any suggestions would be greatly appreciated!
  23. Hey guys I interviewed Manuel Tausch (FX TD/co founder of Stormborn Studios) for FX World. The interview went live today. Here's the link! http://fxworld.tv/interview-with-manuel-tausch-pt-1/
  24. Does anyone know how to build a grow Asset like this? its at minute 3:45
  25. leaf burning

    Hello everyone! Any useful advice on how would it be possible to recreate this effect? Thanks Isy
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