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Found 182 results

  1. Character FX TDs - Trixter

    TRIXTER Munich is currently looking to hire experienced Character FX TDs. Booking time: From As soon As Possible. Duration of the contract will depend on the project. Location: Munich Description: Under the supervision of the CG Supervisor, the Creature FX TD is responsible for providing a wide variety of dynamic simulations and rigs for photo-realistic creatures; including clothing, fur, hair, muscle and skin. Responsibilities: · Creation of fur, feathers and grooming for photo-realistic creatures · Develop simulation setups for photo-realistic creatures; including clothing, fur, hair, muscle and skin. · Involvement in the development of departmental tools and techniques · Regularly communicating with Production and Leads regarding schedules and deadlines · To be able to work with the visual effects supervisor, and the lead CG artist to determine the best creative approaches and techniques for all the different steps in a 3D production pipeline. · Be able to deliver work within established project targets and the high quality standards of the company. Requirements: · Minimum 5 years of experience in a CFX/FX role in a VFX studio · Previous experience on CG creature projects · Excellent knowledge of Maya · Excellent knowledge of Houdini · Experience in the following dynamic simulation: cloth, hair/fur, feathers, skin and muscle · Programming experience with Python, PySide, PyQt, VEX · Programming experience with C++ for Maya and Houdini plug-ins, an asset · Knowledge of 3D-related mathematics, an asset · Experience in creating rig simulations · Rigging skills and experience · Self-driven, good communicator, and a great-team player · Excellent organizational and communication skills · Work ethic focused on the dynamism and collaboration · Ability to perform multiple tasks set priorities and problem solving · Good communication, organizational, time management and interpersonal skills. · English language skills If your experience matches above description we are looking forward to hearing from you! Please send your CV and demo reel by email to jobs@trixter.de.
  2. Lead Houdini FX TD - Trixter Munich

    TRIXTER Munich is currently looking to hire experienced Lead Houdini FX TD. The ideal candidate will show strong attention to detail backed up with excellent technical understanding and ability to achieve optimum results. Location: Munich Type of contract: Full-time, Long-term. Responsibilities: · Execute FX technique tasks using Houdini software. · Deliver all elements in a structured way that allows efficient integration into the pipeline. · Produce the final looks of FX sequences, including integration with other CG elements. · Work with production management to prioritize tasks. · Take responsibility, lead and support junior Artists. · Creatively solve problems and achieve art direction for a shot. · Troubleshoot and solve problems independently. Requirements: · Minimum 4+ years’ experiencein developing Special Effects in future film industry. · Expert knowledge of Houdini Software. · Proficient knowledge of FX techniques, workflow and software (FumeFX, RealFlow, Maya Particles, Studio Max) and/or 3D software package. · Proficiency with liquid simulations,destructions, explosions, trails, smoke and dust. · Strong understanding of motion, forces, fluid behaviours and particle dynamics. · Experience with live action/photo real a major plus. · Good knowledge of Photoshop and After Effects. · Good communication, organizational, time management and interpersonal skills. · English language skills Please send your CV, link to your daily rate and your earliest commencement date by email to jobs@trixter.de We are very much looking forward to meeting you! www.trixter.de
  3. Hello everyone, I am doing some balloons within vellum. For the upwards movement I am using inverse gravity. For the constraints I am using both cloth and strut constraints. Added some wind for realistic animation... So far everything is going fine, but this whole setup left me with a couple of questions: -When using double constraints, what does vellum assume to be the leading properties when both nodes have overlapping constraints and parameters like bend, stretch, mass, drag? -Is there any way to control mass via attributes on the original meshes? Or is there any other way around ?
  4. Hi everyone, Can anyone figure out how to do this stuff? I have tried many different ways but cant get it achieve the similar result. Down below are my approach, didnt really get colliding and sort of stacking effect.
  5. Hi Does anyone know good tutorials for learning Explosions? Thx in Regards Balaji J
  6. COLORED NOISE GROW

    I am new to houdini and wanted to ask how Tim van Helsdingen grow this color from minute 9:50 ? The Youtube link :
  7. Hi Guys! So i'm trying to do this simple flip sim where i have an emitter inside a teacup and i just want to fill up the cup. It's is definitely water tight, the only particles leaving the cup are over the top, but as you can see from my flipbook the particles just start multiplying on their own when they land in the saucer, which is causing them to go everywhere. It is worth mentioning as well that the particles are only set to emit between frames 0 - 24 so i'm not sure why they're multiplying. Any suggestions as to how to stop this would be really appreciated!
  8. Ground / Terrain Collapse Effect

    Hello all, I am looking at this amazing fx made by Axis for Halo e3 2013. Studying the reference ( the terrain fx ), I thought to approach this using RBD fracture to drive a second sim layer of pop grains (sand). However, I am also thinking maybe I could use vdb+volume vops to mimic the motion. and for the second layer, perhaps using just particles emitting in focus areas. I would appreciate your thoughts on how to approach this. GroundCollapse_Reference.mp4 @MENOZ would love your input if possible.
  9. Hi forum. I am trying to export simulated curves from Houdini into Maya using Alembics so they drive the XGen anim curves. I have exported curves from Xgen into Houdini and connected them to the 16.5 Hair System and simulated them. The problem is the Alembics from Houdini are exporting all the curves as shape nodes under one curve, instead of exporting each curve separately. XGen's Anim nodes wont read these. Does anyone know how to export curves from Houdini into Maya with Alembics without them packing?
  10. Hello everybody! I am glad to present you my latest tutorial “Liquid pixels simulation. Houdini tutorial”.
  11. RBD build-up effect

    Hi all. I have a task which basically consists of building up a model from pieces lying as a junk pile. Imagine a car split into pieces on the ground, and pieces then starts flying up to their final position, gradually building up the model. But with the pieces interacting. So I have the model, and split it out on a ground plane, next step I imagine a particle setup. But does anyone have a ressource for such setup or any tips? Unfortunately I cannot share the model. Thank you very much in advance! :-)
  12. Hi guys! I would like to share here my latest personal project. Everything done in Houdini and Mantra Hope you like it. Youtube Version: Shark_Youtube.mp4
  13. Hey ODforce! I recently published the next installment of the Houdini For The New Artist series. This course is all about making Houdini easier to learn, and you can watch the first chapter for free! Here's the link: http://bit.ly/2okYpY4 Some of the main topics include: Chapter 1: How to understand and set up DOP networks Using SOP attributes with the dynamic context Forces Particles Life & Variance How to use groups Rendering Particles Sub-steps, Sub-frames, & Time-Steps Caching Sub-steps & Practical Applicaitons Chapter 2: Texturing & Lighting Techniques How to Integrate a Substance Painter Workflow with Houdini Spot Lights, Area Lights, & Artistic Considerations When Placing Key Lights Utilizing Light Attenuation Gobos Aim Constraints, Near-attenuation Techniques for Reading & Emphasizing Form While Lighting How to Make Light Blockers Shadow Masking Techniques for Controlling Light Placement Component-based Lighting Light Linking Chapter 3: HDAs, Velocity, Normals, and & VOPs What is an HDA? How do you make one? Data Types & Adding user Parameters Booleans, Switch Nodes, & Parameter Behaviors Additional HDA Modifications What is Velocity? What are Normals? An Introduction to the Point Wrangle Introduction to VOPs How to Blend Materials Basic Noise Parameters Additional VOP Techniques Chapter 4: Geometry Types, Animation, & CHOPs Geometry Types & Attributes Introduction to Volumes Animation Basics Channel Groups, Animation Layers, & Motion Trails Introduction to CHOPs Curve Constraints, CHOPS with DOPs, & Additional Settings Chapter 5: Rendering & Compositing Introduction to Multi-pass Compositing Rendering Concepts How to Use Takes Rendering Multiple Jobs De-noising passes Compositing Basics with Houdini Thanks for watching! - Tyler
  14. Bending control

    A few months ago I was watching “Avatar, the last air bender” for like 5ft time and wanted to create some bending control, I'm still working on the water bending, so here's a WIP from this weekedn. Right now there's only to WIP, but will keep on with this until I master the 4 elements! https://vimeo.com/286783260 [vimeo.com] https://vimeo.com/272510944 [vimeo.com]
  15. Hello everyone : Some test using my tool for creating procedural Tree growing and Rigging : Tutorial Trailer : link to Tutorial : https://www.hossamfx.org/trees-rigging-in-houdini/ thanks Hossam Aldin Alaliwi www.hossamfx.org
  16. Desktop spec for FX

    Hi everyone, I am working with our IT department to built up a desktop for heavily FX work(mostly water and pyro simulations). Below are three options that we are considering about it, I am looking for any comments or recommendation on different configuration. Thank you
  17. Effect Versioning

    Hi guys, I hope I can pick your brain a little bit. I would like to know how you guys manage your effects versions. My concrete scenario is a couple of strung effects. It starts with a RBD explosion sim, then a pyro sim off of that and finally advecting particles along the sim. I like to hold all these in the same geo which poses a bit of a problem. How do I correlate the cache version to the hip file version? My approach is to use this in the filecache node: $HIP/geo/$HIPNAME.`opname("..")`.$OS/$HIPNAME.`opname("..")`.$OS.$F.bgeo.sc (windows guy, so I like to keep all sequences in separate folders). This complicates if I don't want to redo the RBD sim for example, then I have to replace the $HIPNAME with the absolute name of the file which simulated the RBD version. I know it would be much cleaner if every sim would reside in its own file, but that is a little too small of a granulation for single person workflow. If you could shed some light/share your practices, it would benefit me immensely
  18. "Foreword" - MULMO

    Hi guys, Here is a new MULMO piece of work, fx all done using Houdini, enjoy! ludo
  19. Random geometry instance to particle

    Hi guys, I made curve flow particles and want to instance it to some petals. I made 5 patterns of petals but have no idea how could I randomly instance those patterns I'll render these particles using Redshift. If you have any idea for instancing 5 geometries randomly, Please help me ! Thank you for read !
  20. I've been stuck on this for a couple of days now and would love to hear you guys' input. I have close up shot were a character's feet is pushing through snow up to his ankles. I decided to try grains for this (it's my first time really using it) and to get the snow together I used the constraints set outside in the grain source. Mostly the sim is working as intended but I'm getting a lot of unwanted fast movement from some particles (as if they're trying to keep the constraint but not really keeping it, so they pop in and out, and that results on a flickering on the meshing. Did anyone come around this problem before? I am up for any solution at this point, even trying another method.
  21. Hello! I want to present you my latest project! Did a test of cloud and fire, the video below. Hip_file is available for download hip file https://gum.co/IlDLG
  22. Help with Building my PC

    Hello everyone I am trying to build a somewhat high-end computer that will be able to handle all sorts of simulations in Houdini, especially high res flip and pyro sims. I don't know much about computer parts but here's what I am currently hoping to get: - Processor: Xeon E5-2687W v4 - Graphics card: GeForce GTX 1080 Ti SC If anyone could share their thoughts on these two parts that would be greatly appreciated. And I'd also like some help choosing my SSD and RAM as I have no idea what would be good for running simulations in Houdini. Thank you so so much in advance Cheers.
  23. Hi guys! I am working on a project that needs a spirit moving through a scene, it needs to be like flowing smoke with a glowing light effect so that if reflects on objects in the scene. I cant work out how to emit light from the smoke and move with the animation, i have been playing with both volume lights and geometry lights but i cant get either to move with the animation, they both stay at where the animation is on frame 1. I have tried selecting the volume and creating a volume light from that, and also using the original animated geometry before it was turned into a volume and making a geometry light from that, but neither use the animation. Can anyone suggest what i am missing or doing wrong? Or way to get the smoke to emit light and use the animation to move? I have attached a r&d scene file and a play-blast of my problem as it stands at the moment, any help would be really appreciated! smokeLight_001.hipnc smokeLight.mp4 smokeLight_001.hipnc
  24. I just signed up for Houdini classes CGMA because my portfolio needed some work, anyone taken a class with them before? https://www.cgmasteracademy.com/programs/7-houdini-fx-program
  25. Random pop bounce direction

    Hi, I'm trying to achieve a simple effect, but am struggling to get my head around it. I'm sure I'm overthinking it but if anyone could help me that would be great! I'm trying to get a random bounce direction on particles when the collide with the ground plane. As if the particles were small stones bouncing randomly due to a bumpy road surface. I've attached a hip file with the basic setup. I was thinking maybe you could inherit a random vector as the collision happens, but couldn't seem to figure a way to do it. I know various sources have mentioned the old "gain normal" parameter, but this no longer exists. Any help would be much appreciated. odforce_randompopdirection.hip
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