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Found 3 results

  1. Hello, I'm looking to find out what off the shelf render farms people prefer currently for production; likes and dislikes? Short background: We need to use our nodes for Houdini, Max, Maya, fume, and a few other software. Currently about ~100 nodes, and we don't have a dedicated render farm technician so the most hands off, off the shelf is the best. I have experience with Hqueue, Rush, Deadline, and Qube, so I am looking for any additional off the shelf software, too beyond those. Thanks -Ben
  2. Platige Image is an award winning animation studio for creative endeavors specializing in designing CG imagery, 3D animation, and digital special effects. At Platige, we combine film and advertising work with a strong passion for art, education, and entertainment. Work place: Warsaw/Poland Type of job: Permanent Role: You will work closely with Art Directors and CG Supervisors to determine best approach to effects challenges and develop final look using commercial and property software. Use an array of software tools to produce photorealistic simulations of real-world phenomena. Be able to light, render and precompose your work. We offer: Fascinating place to work (old fortress, Warsaw, Poland). Flexible and long-term cooperation opportunity. Working with team of CG artists with passion to create. Unique, challenging projects for the world class clients. To become a part of a story. Benefits. Required Skills: At least 5 years production experience with effects simulation work. At least 1 year in Team Leader/Supervisor role. Extensive knowledge of Houdini confirmed by prior projects’ realization is a must. Proven experience in producing effects such as smoke, fire, clouds, water and explosions. Strong team-player attitude. Strong communication and organizational skill. Prioritizing ability. Plus: A good 3D general and artistic background is desirable. Production experience in any art role. Familiar with one or more of the following applications: Realflow, Krakatoa, Fume, Thinking Particles. Experience lighting and rendering with Arnold. If you are interested in joining our team, send us your portfolio or showreel via email address: HRBP@platige.com. Put the following title in the subject of email: „LFX_ENG_02_2017”. Please include the following statement with your application: „I hereby consent to the processing of my vital and personal data in so far as this is required under the ongoing and future recruiting processes, in accordance with the Act of August 29, 1997, on the Protection of Personal Information (JoL no. 133, item 883).
  3. I'm trying to compile the Field3D plugin on windows in order to transfer smoke from Houdini to Fume. This is the command that I'm currently running from the field3d directory where f3dtools.C file is located: hcustom f3dtools.C -i c:/ie/ark/programs/houdini/houdini13.0/dso -L "C:/Program Files (x86)/Microsoft SDKs/Windows/v7.0A/Lib/x64/" -L "C:/Program Files (x86)/Microsoft SDKs/Windows/v7.0A/Lib/" When compiled with no change to the code, the compiler complains about error C2664: 'void GU_Detail::sortPrimitiveList(GU_AxisType)' : cannot convert parameter 1 from 'fpreal32 *' to 'GU_AxisType' If I comment out this line, then the compiler gives a classic fatal error LNK1120: 25 unresolved externals. It seems like almost all of these errors are LNK2019: unresolved external symbol in the f3dtools object file, followed by a string beginning with: "__declspec(dllimport) public: class std::basic_string . . . . . ." Is there a precompiled version of this plugin somewhere? I'm surprised it's not just included by default, without it there's no way to get smoke out of Houdini which is a big barrier to adoption. Thanks for any help you can provide!
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