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  1. Hi, I am Procedural Generative Artist. I am specialized in Procedural Asset Creation. I can create 3D assets for Games/Movies/3D Printing. My works have been featured in Several Websites. I am also able to create FX. You can see my reel below. I am looking for any kind of work. You can see my projects in pamirbal.com olcaytopamirbal@gmail.com
  2. I look at here. I want do color parameter How to do this sir Thanks https://www.sidefx.com/forum/topic/50408/?page=1#post-227213 How to do it ???? Create Color this text vvvvvvvvvvvv vvvvvvvv vvvvvv vv v
  3. I have an HDA that i am using in Unity that outputs some meshes. How can i output a curve together with the meshes as its own gameobject? even if i put the curve in its own group (points or prims) it does not appear in the Unity editor
  4. Hello, I am creating an digital asset for a personal project that I am working on. As soon as I saved the digital asset, all the parameters are locked and I cannot change it. Can someone please tell me how to edit those parameters? I have attached a screenshot of edit parameter interface, in parameter description, you can see all of the fields are locked except for a few. Thanks for your help
  5. I created a rather complex Digital Asset. It consticts of ~2000 nodes, and also there is ~60 instances of another asset inside this asset. I optimized it thought cleaning nodes throught performance monitor, and now It computes rather fast after loading, but LOADING takes nearly 10 seconds. It's became a real problem because in my hip file I need to use it rapidly many times. Is there any way to speed up loading of asset? And after creating every instance of this asset Houdini increases ram usage at ~500 mb, it's also a problem...
  6. Hello everyone ! In this introduction, I have created an asset ES voronoi chunk. Also is included the workflow. I thank all the odforce users given that I understand Houdini in this forum. I have not contributed as much as them, but I achieved to learn from the users and I thank you again! I hope that with my work, I can contribute to be part of knowledge sharing of this forum. Watch > https://youtu.be/x6CaCquqeYg
  7. Role Interference Pattern are looking for a senior 3d asset artist to join our team at our Edinburgh studio in a long term capacity. The role requires a high level of experience in modelling, sculpting and texturing stunning environmental, prop and character assets in a range of styles. From hyper-realistic to heavily stylised, we are looking for someone with the range to create across a broad spectrum. Ideally with experience in creating for both pre-rendered and realtime/games. We appreciate that potential candidates may have varying levels of experience and software familiarity; we are primarily looking for a proven track record in turning out great looking work in good time and someone who can demonstrate a strong sense of visual aesthetics. We are currently working on a remote studio model and will continue this for the foreseeable short term. We will however look to transition back to working from the studio in the future and this would ideally involve at least a part time presence in the Edinburgh studio. We are however open to discussion around this point and how it might work for the chosen candidate. Applicants: ● will be driven by a desire to create stunning 3d assets ● will be responsible for creating content for live studio projects ● will have a keen eye for detail ● will provide feedback and supervision to other artists ● should have experience with Maya (or similar), ZBrush (or similar) & Substance Painter ● should have a broad working knowledge of the entire 3D pipeline ● must be available for start as close to the start of September as possible ● must currently be able to work legally within the UK Application Process To apply, please send your CV, cover letter and links to an online showreel or portfolio to info@interferencepattern.com 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, original shorts, interactive VR experiences and bespoke 3d asset builds.
  8. Hello, we are a small London-based startup just about to launch our product next month, which will offer our clients a set of 3D customizable models. At the moment we are looking for an Houdini Artist capable of creating a digital asset of a low-poly rocket, so that it can be customized. The 3D model itself is very simple, but need some attention on setting the right constraints so that it doesn't break when playing with the parameters. Also, it needs to be 3D printable so some understanding of the common issues that comes with 3D printing would be beneficial (wall thickness issues, non-manifold geometry, etc.) This position is no longer open.
  9. Hello everyone, I created a digital asset that outputs a neighbourhood with buildings and vegetation, based only on a masterplan drawing. It is divided in three modules, one to create the masterplan geometry, one to create the buildings and one for the vegetation scattering. It allows for alot of controls on the vegetation and on the buildings to create different variations. Here is also a test of the asset inside Unreal, using the Houdini Engine: Cheers!
  10. Nemiko

    Smoke houdini

    Smoke rbd houdini + hip file In this asset, the dynamics of the interaction of solid objects with volimetry as well as the dynamics of the destruction of the object are added. https://artstn.co/m/JnJq hip file Cloud and fire houdini + hip file This project presents the procedural modeling of stones, creating a lightning strike, working with sand, clouds, and fire. The final animation can be viewed at the link below or in my portfolio. https://artstn.co/m/Bq6a hip file Lava smoke houdini + hip file This asset presents the dimanics of hot lava smoke, the dynamics of the lava itself, and the shaders of smoke and lava The final animation render can be viewed at the link below or in my portfolio https://artstn.co/m/pJaG hip file Ice smoke houdini + hip file In this asset, not only work on creating cold smoke is presented, but also work with sand and its dynamics, particle emitter, procedural modeling of crystals and stones, as well as a full render of a scene with shaders. The animation that happened in this can be seen on the link below. https://artstn.co/m/d0Ak hip file
  11. We are only able to consider applications sent directly through our website. Please apply here: https://www.lumapictures.com/careers The Asset Artist covers the tasks of Modeling, Texturing and Surfacing, int he 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 techniques 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' attitude The ability to thrive in a high-pressure environment
  12. Inside my hda parameters when a toggle is set to 0 i want another toggle to do the same. where can i write something like an if statement if(toggleA=0) then toggleB=0 else toggleB=chi("../..blah") i cant do it from the disable when or hide when because that is just for the ui. how can i change the value?
  13. 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
  14. 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.
  15. Digital asset download at Orbolt! Enjoy https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging
  16. 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.
  17. 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 ?
  18. Does anyone know how to build a grow Asset like this? its at minute 3:45
  19. 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
  20. 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.
  21. 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.
  22. 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
  23. 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
  24. 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
  25. 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
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