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Found 25 results

  1. Lead Asset Artist

    We are only able to consider applications sent directly through our website. Please apply here: www.lumapictures.com/careers The Lead Asset Artist is responsible for leading a team of Asset Artists covering the tasks of Modelling, Texturing and Surfacing, in the production of highly accurate, photo real and stylized CG assets to the highest quality possible. You can: Mentor and motivate fellow Asset Artist to grow their craft using the latest techniques Work with Production helping to breakdown task requirements and assign shots to artists Create clean and efficient models based on creative briefs and/or reference materials Demonstrate efficiency in UV layout as well as strong polygonal subdivisional skills Demonstrate strong Look Development, R&D and Lighting skills from both an artistic and technical perspective Maintain, alter or update models as required by client or supervisor feedback Interpret abstract ideas into the creation of compelling photo real or stylized assets Facilitate the creation of high quality texture maps prior to publishing to ensure consistency You have: A cultivated aesthetic sense and keen eye for detail At least 3 years of experience as an Asset Artist (Model/Texture/Surface) in a VFX Production environment At least 1 year experience in a Lead role A Bachelor's degree in computer science, computer graphics or the equivalent combination of education and experience A mastery in creating both organic and hard surface models with efficient topology A mastery of Maya, Zbrush and Mari Katana, Mudbox and SUbstance Painter knowledge is a plus Highly efficient UV layout experience using an UDIM workflow is required A technical understanding of colour space An understanding of plate and image based lighting as well as full CG lighting is preferred Basic compositing skills in Nuke TD skills (Python, C++) are preferred but not required An understanding of multi-pass rendering and 3D scene layout is preferred Strong communication and organisational skills The ability to take direction and implement feedback with a positive attitude An approachable, proactive and accommodating attitude An innate desire to stay informed of current technologies Strong time management skills and the ability to balance priorities under the pressure of a deadline-driven production A team oriented mentality with a 'get it done' attitude The ability to thrive in a high-pressure environment
  2. Asset Artist

    We are only able to consider applications that are sent directly through our website. Please apply here: www.lumapictures.com/careers The Asset Artist covers the tasks of Modeling, Texturing and Surfacing, in the production of highly accurate, photo real and stylized CG assets to the highest quality possible. You can: Create clean and efficient models based on creative briefs and / or reference materials Demonstrate efficiency in UV layout as well as strong polygonal subdivision skills Demonstrate strong Look Development, R&D and Lighting skills from both an artistic and technical perspective Maintain, alter or update models as required by client or supervisor feedback Interpret abstract ideas into the creation of compelling photo real or stylized assets Facilitate the creation of high quality texture maps prior to publishing to ensure consistency Mentor and motivate fellow Asset artists to grow their craft using the latest technique You have: A cultivated aesthetic sense and keen eye for detail At least 2 years of experience as an Asset Artist (Model/Texture/Surface) in a VFX Production environment A Bachelor’s degree in computer science, computer graphics or the equivalent combination of education and experience A mastery in creating both organic and hard surface models with efficient topology A mastery of Maya, ZBrush and Mari Katana, Mudbox and Substance Painter knowledge is a plus Highly efficient UV layout experience using an UDIM workflow is required A technical understanding of colour space An understanding of plate and image based lighting as well as full CG lighting is preferred Basic compositing skills in Nuke TD skills (Python, C++) are preferred but not required An understanding of multi-pass rendering and 3D scene layout is preferred Strong communication and organisational skills The ability to take direction and implement feedback with a positive attitude An approachable, proactive and accommodating attitude An innate desire to stay informed of current technologies Strong time management skills and the ability to balance priorities under the pressure of a deadline-driven production A team oriented mentality with a 'get it done' attitudeThe ability to thrive in a high-pressure environment This position is available in both our LA and Melbourne offices.
  3. 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.
  4. Digital asset download at Orbolt! Enjoy https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging
  5. Hi all, I've made a Color Sampler asset that samples colors from an image. Colors can be sampled with points on a line, on a grid, randomly scattered points or with input points. It's also possible to sample the most frequently occurring colors. The sampled colors are stored in a color ramp which can be randomized. You can download it from https://techie.se/?p=gallery&type=houdini_assets&item_nr=6.
  6. Hi everyone. I encountered a few problems compiling HDK assets for Houdini 17 using cmake. Houdini seems unable to detect the assets even though they build just fine without error. I use the community edition of visual studio 2015 update 3, and as far as I can tell, this is the correct version for Houdini 17 ?? When I try a simple SOP_Star example with Hcustom it does not work either as I get the error: Failed to run C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\Hostx86\x64\cl with error 2: The system cannot find the file specified. This path does not seems to exist but when I use cmake it targets this dir: This path exists in Visual studio 2017 but not in 2015. However, when I try with cmake, it finds the compiler here: CProgram Files (x86)/Microsoft Visual Studio 14.0/VC/bin/x86_amd64/cl.exe And creates the solution just fine. When I build the solution however, it does not show up in Houdini... I have been using a similar procedure to compile assets with cmake for earlier versions of Houdini with no issues. Reading thourgh the HDK docs for comiling with cmake, they suggest parsing the argument "Visual Studio 14 2017 Win64" Does this version even exist ? I have not been able to locate it... I have tried to compile with VS 2017 as well without luck. So do anyone know what the problem might be ?
  7. Does anyone know how to build a grow Asset like this? its at minute 3:45
  8. Tile Generator asset

    Hi, I've just released a Tile Generator asset that can generate seamless brick and hexagon tiles. https://techie.se/?p=gallery&type=houdini_assets&item_nr=5 I plan on adding additional tiles soon. tile_generator.mp4
  9. Is it possible to expose a node in a blackboxed asset? I need the user to have access via object merge. Cheers Michael
  10. Houdini asset not updating

    Hello all, I have a question that apparently has been asked a few times in here and in the side fx forums but i still couldn't find the answer that i'm looking for and maybe some expert can help. So, i created an asset in houdini to use in Maya through the "houdini engine" plugin and it works perfectly, Side FX nailed the connection between the softwares. However, after closing Houdini, turning the machine off, going home, comeback to work and turn everything on again, it seems that i lost the ability to edit the asset throught the "type properties" window. First, the "type properties" window doesn't accept anything that i drag and drop in it. Second, even if i manually create parameters in the window, nothing is saved. Does anyone know if i can edit an asset after the Houdini scene is closed? If so, what would be the procedure? I'm using Houdini 16.5.405. Any help would be appreciated. Thanks!
  11. Hi, I've just released my Seamless Voronoi Fracture asset: http://techie.se/?p=gallery&type=houdini_assets&item_nr=4 It generates seamless 2D and 3D voronoi fractures.
  12. Hi, I've just released my Seamless Geometry asset: http://techie.se/?p=gallery&type=houdini_assets&item_nr=3 It has two modes: Seamless Geometry - makes input geometry seamless and works with polygons, polylines and points. Seamless Instancing Points - relaxes/displaces/orients/scales/deletes input points using seamless noises to prepare them for instancing with a copy node.
  13. Hi there, I'm trying to build an particle asset to use in C4D. I want the particles to get the velocity of my object. It's working fine in Houdini, but when I import the asset in C4D, the particles are emitted on the object even it's moving, but it's not computing the velocity. Is anyone know if it can be done ? Thanks, Charles
  14. Hey magicians, I'm trying to make a mushroom asset just to practice, wanted to share to ask for some feedback. Couple of questions: 1) Right now is kinda slow because of the resolution, is better to work on a slower mesh and at the final add a subdivide?, or maybe work with vdbs? 2) If I want to make for example, different kind of inner noise designs and have a dropdown, how do I do that? what should I pick in the parameter interface and how I link the end result of each design noise? 3) Right now the numbers on the parameters are kinda weird, should I start using fit range nodes on vops? Here are some samples, this is my first try at modeling and making an asset so any advice on optimizing and make it better is more than welcome, still a work in progress, want to make adaptable to all kind of mushrooms (in a future I would like to animate a growth, should I be carring of that now? or at the end of having all the stuff? Thanks to @konstantin magnus for the hip on how to make the gills Thanks! Mushroom_Asset.hip
  15. This tutorial goes over from start to finish the creation of a rudimentary fence asset that can easily be expanded upon. This is an introductory lecture on procedural modeling in Houdini I gave at Drexel University's SIGGRAPH chapter as a Junior Animation & FX major. Let me know if you have any questions, enjoy! Link To Demo File: drive.google.com/open?id=0B--RBrg9u--oWkNDU2ZUYnFpUjQ Link to Documented File: drive.google.com/open?id=0B--RBrg9u--odEhVYnluaFRGeGs
  16. Hey Guys! I have a pretty newbie question about some Python and HDA interaction. So in a nutshell I'm trying to create an HDA with implemented Python script which does the following: 1. I have an Original Geo, which is object merged in my HDA. 2. I select some primitives on my original geo (or on the HDA). 3. After I selected my primitives, with a press of a button on my HDA, the selected primitives will be added to a group's pattern parameter inside my HDA. 4. And of course it would be great if this could work with a relative reference, so if I copy my HDA multiple times it'll update the groups within the correct HDA. I have this code so far: import toolutils viewer = toolutils.sceneViewer() geo = viewer.selectGeometry() s = geo.mergedSelectionString() # How can I make THIS PATH relative reference? n = hou.parm('/obj/Colorzied_Geo_Asset_1/Colorized_GEO/group1/pattern') n.set(s) I put together a pretty simple example file and the hda, which will hopefully help you guys understand what I'm trying to achieve. In case my explanation is a little confusing. selectedPrims_python_problem_v001.hip colorzied_geo_asset.hda Any help or nudge in the right direction would be greatly appreciated! Thanks in advance! Best, Laszlo
  17. Hi, when creating channel defaults inside digital asset I can set it as a value or hscript expression. Is it possible to set it to python expression? A way would be to create OnCreated script which will assign expression to a channel, or use some hscript for executing python command. But I am curious if there is another - better way Juraj
  18. Hi guys. I want to create an asset for copystamping which will allow to connect or disconnect SOP inputs. Would be nice if asset allow to use different input numbers of instance at a time (connect/disconnect necessary objects) and switch between instances. I can manually create a CopyStamping asset if I have a static number of inputs and if I know a number of input objects which switch operator will use (basic copystamping technic). I've dug out some info and looks like it's best way to create the asset with a callback scripts. But I'm not familiar with callback scripts and python enough. May be some body can help me with that or have a links for similar solution. Thank you.
  19. Hi, I'm attempting to create a digital asset via python scripting and would like to set up some of the parameters and interface as part of that process. I've had success creating parameters and arranging the interface for normal nodes (spare parameters), but taking the same sort of approach with an asset only appears to be half working. Here is my debugging example code: hou.hipFile.clear() # just whilst we're testing; do a fresh start objNode = hou.node('/obj').createNode('geo') objNode.setName('myAsset') if objNode.canCreateDigitalAsset(): objNode = objNode.createDigitalAsset( name='test::myAssetA', description='myAsset', hda_file_name='/tmp/foo_v001.hda', ) parm_group = objNode.type().definition().parmTemplateGroup() first = parm_group.findFolder('Transform') folderTemplate = hou.FolderParmTemplate('myFolder','My Folder') buttonTemplate = hou.ButtonParmTemplate('myButton','My Button') folderTemplate.addParmTemplate(buttonTemplate) parm_group.insertBefore(first,folderTemplate) objNode.type().definition().setParmTemplateGroup(parm_group) What I'm hoping to do here is create an asset, add a folder as the first item in the interface, and add a button to that folder. Like I said, this sort of seems to work - if I then go to the Edit Opertator Type Properties dialog I see the parameters listed as expected. Weirdly though, all the pre-existing folders are now renamed to match the new folder I added (i.e. myFolder_1,myFolder_2 etc). Then when I look at the interface in the parameter editor, 'myFolder' appears as a check box instead of a folder and the custom UI elements are drawn last rather than first. (see attached screen grab). So, the question is - am I going about this the wrong way (likely), or do you think this might be a bug (happy to log if so)? cheers Ben
  20. Hi - I've got a feeling I'm coming about this from the wrong angle, but does anyone know if it is possible to programmatically export a subnet as an digital asset, without actually turning it into an asset? I'm looking for an equivalent to hou.Node.createDigitalAsset(), but which doesn't turn the source into an asset in the current session. Something like exportAsDigitalAsset().... If this seems backward or bizarre, please do say and I'll elaborate on the motivations. See if there's a better way of coming at it. thanks Ben
  21. Hi. I like to decorate my assets in some common style. Is there a way to generate some default template for digital asset when it's created? For example when I press Create Digital Asset... I would like to have separator/label/separator trio added by default. Can it be done? Thanks!
  22. Hey guys, I like to hear about your workflow, in regards alembic assets, material assignment and organization. my main concern is applying shaders inside alembic root node for pieces, when I rebuild/update the asset, I lost all my shaders connections. How u handle that? What´s the suitable approach in day production basis when assets still changing or refining? Thanks
  23. Welcome, I made myself a DA dealing with locally morphing geometry based on a distance from a locator. I just used a custom attribute, which value was dependent on a centroid of a locator, then imported this attribute into a VOP SOP and used a little bit of math to get a falloff distribution outwards the locator point, and blend between source and target geometry. Now, how to do the same for locally blending shaders/ textures ( I am not very experienced at VOP materials)? I cannot import attribute here, from what I see I can get attribute values by referencing a file on disk, not a node directly. How about making a digital asset for locally morphing textures then? Maybe I am looking in a wrong place? Thanks in advance,
  24. Lsystem SopNode

    development of user interface for the generation of trees LBranch.otl example.hipnc
  25. Bullet Hits Asset

    Hi everyone, I am working on a bullet hit asset for a project and am facing a problem. I've looked at the other bullet hit asset examples and they all seem to have a gun and an aim which generates the impact point. However, I want to have say a wall geo and the user should be able to select the impact points and the frames on which they should become active i.e the frame on which the wall should be displaced in the region around the impact point. Any ideas if this is possible?
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