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Found 275 results

  1. Hello, I have been trying to recreate the black hole effect from the film 'Eternals' for a few weeks now for a thesis project I am doing and I am not really getting close. This is the effect in question: Arishem's FInal Judgement The effect happens at 1:17 My approaches was to create some circles with an animation spinning around the circles driven by the curveu attribute and offset by the 'copynum' attribute I got from the copy and transform node. I was driving a smoke sim from this and then I used the curveu as a temperature attribute to drive some scattering in the pyro shader. However this approach has not really gotten me close. I realise its quite a complex effect but any tips on recreating it would be fantastic! Thank you for reading
  2. Stop smoke emission Pyro Solver

    Hi, I'm currently doing a sim of a rocket launch with a pyrosolver and pyrosource. The rocket is dissembling in the sky and I need the smoke trail to stop. The houdini 18 pyro solver doesn't have the frame range tab and when I tried to animate the density the sim just stops. The smoke is visible on frame 1 but not on frame 2, 3, etc.... Does anyone has an idea how I could solve this ? Thank you so much !!
  3. Vellum/POP Grains sim limitation

    Hey everyone ! I would need your help on a sand simulation that I'm working on. It's a 10m high building which is supposed to crumble as a sand castle. My first thought was to try to do it with vellum grains, but the issue is that I'm getting limited by the amount of particles that I can have. Indeed, my GPU gets full and I've got the classic Kernel issue error in the console, meaning I just can't simulate my thing. I've tried to disable every OpenCL buttons that I could find on the solver (OpenCL Graph Coloring & OpenCL Neighbor Search) thinking it would just disable the use of the GPU for the sim, eventhough I knew it would make it really slow (at least it would have been computed). But it didn't work. Then I tried to use POP Grains cause from what I've understood, it's not using any GPU accelerated system. But I've got the same issue, the sim just can't be cooked. Would you have any suggestion for me ? I'm running this on a Threadripper 3960x and a RTX 3080. test_10.mp4
  4. FX Artist

    El Ranchito is currently looking for a qualified Mid/Senior FX TDs to join us as soon as possible. Location: El Ranchito Madrid or 100% remote Type of contract: Long-term, to start as soon as possible. Primary responsibilities: · Working closely with the FX Supervisor to creatively solve effects challenges and develop final shot look. · Deliver all elements in a structured way that allows efficient integration into the pipeline. · Working with other TD's and artists to create photo-real effects and physically accurate simulations · Working with production management to prioritize tasks. · Creatively solve problems and achieve art direction for a shot. · Anticipate, communicate and troubleshoot any creative and/or technical problems Requirements: · Minimum 3+ years experience in the feature movie and/or television industry. · Expert working knowledge of Houdini Software. · Experience with rigid body and particle dynamics, volume modelling and rendering, procedural geometry generation and fluid dynamics · Proficient knowledge of FX techniques and workflows. · Familiarity with one or more coding /scripting languages (VEX/Python/etc…) · Good knowledge of NUKE and/or other compositing package. · Good communication, organizational, time management and interpersonal skills. · Eligible to work in Spain. If you are interested, fill up the recruiting questionnaire that you can find in our website, and please select Apply for / 3D FX. You can also send us your CV, link to our demoreel and availability to cv@elranchito.es.
  5. Inner glass faces not deleting

    Hi, I made a rbd simulation of a glass building and I am trying to remove the inner faces as they show up in the render before any force gets applied to the building. The issue is that when I am applying the dop import after the rbd connected faces, the prim distance doesn't change for each inner face and therefore the faces at frame 1 don't get deleted. I created a simple file with a fractured cube with both a rbd bullet solver (which works) and a dop import connecting a dop net containing a rigid body solver (which doesn't work). I am sure that the dop import settings is the node that has the issue but I am unsure how to solve it. If someone knows how to make the distanceprim attribute work pls help. test19.mov test_int_faces.hipnc
  6. tyflow-like cloth explosion

    Does anyone have hints on how to achieve a similar effect as shown in this post by tyflow (an fx tool for 3DS max) : I'm so much in love with the effect, but I want to achieve it in Houdini! Thanks in advance for your wise advice! =)
  7. FX Artist

    El Ranchito is currently looking for a qualified Mid/Senior FX TDs to join us as soon as possible. Location: 100% remote or hibrid Type of contract: Long-term, to start as soon as possible. Primary responsibilities: Working closely with the FX Supervisor to creatively solve effects challenges and develop final shot look. Deliver all elements in a structured way that allows efficient integration into the pipeline. Working with other TD’s and artists to create photo-real effects and physically accurate simulations Working with production management to prioritize tasks. Creatively solve problems and achieve art direction for a shot. Anticipate, communicate and troubleshoot any creative and/or technical problems Requirements: Minimum 3+ years experience in the feature movie and/or television industry. Expert working knowledge of Houdini Software. Experience with rigid body and particle dynamics, volume modelling and rendering, procedural geometry generation and fluid dynamics Proficient knowledge of FX techniques and workflows. Familiarity with one or more coding /scripting languages (VEX/Python/etc…) Good knowledge of NUKE and/or other compositing package. Good communication, organizational, time management and interpersonal skills. Eligible to work in Spain. If you are interested, fill up the recruiting questionnaire that you can find in our website, and please select Apply for / 3D FX. You can also send us your CV, link to our demoreel and availability to cv@elranchito.es.
  8. Hi, I am trying to make my smoke moving slower and slower when it reached the specific area. I try to use a dragforce but it worked everywhere in my sim ,how can i apply maskfield to it like somthing we can do with popdrag. or is there anyway to apply a mask to bouyancy based on temperature or y position? if somebody can tell me how to do that will be great help,thank you
  9. This is my latest personal work in collaboration with Marco Pallini. We tried to recreate three shots from "The Mandalorian" television series. Hope you like it!
  10. im trying to generate a nice streak like energy like this video here : I have achieved something like this( attached hip file) and havent gotten much close to this type of effectshockwave.hip in terms of the final render could anyone guide me on how i could achieve this - ihave used smoke to advect particles currently but i feel i am doing something wrong in the nodes. Thanks in advance
  11. Houdini - Dust Explosion

    Hey everyone! Finally finished my newest personal Houdini project and thought it was time to post it places! This was probably my most render time heavy project so far but happy with how it turned out
  12. Senior CFX TD

    El Ranchito es una galardonada empresa de efectos visuales para películas, televisión y comerciales. Con oficinas en Madrid y Barcelona, en los últimos años El Ranchito ha entregado un trabajo sobresaliente para los principales éxitos de taquilla, que incluyen: Game of Thrones, The Mandalorian, Locke and Key, Lost in Space, Shadow and Bone, Carnival Row y muchos más. . El Ranchito está buscando un CFX TD calificado para unirse a nuestro equipo lo antes posible. Tipo de contrato: Jornada completa. A largo plazo. Descripción: Bajo la supervisión del Supervisor de personajes, Creature FX TD es responsable de proporcionar una amplia variedad de simulaciones dinámicas y plataformas para criaturas fotorrealistas; incluyendo ropa, pelaje, cabello, músculos y piel. Responsabilidades: · Creación de pieles, plumas y cuidados para criaturas fotorrealistas · Desarrollar configuraciones de simulación para criaturas fotorrealistas; incluyendo ropa, pelaje, cabello, músculos y piel. · Implicación en el desarrollo de herramientas y técnicas departamentales · Comunicarse regularmente con Producción y Leads con respecto a los cronogramas y fechas límite. · Ser capaz de trabajar con el supervisor de efectos visuales, el director de CG y el artista supervisor de Personajes para determinar los mejores enfoques y técnicas creativas para todos los diferentes pasos en un proceso de producción 3D. · Ser capaz de entregar el trabajo dentro de los objetivos establecidos del proyecto y los altos estándares de calidad de la empresa. Requerimientos: · Mínimo 5 años de experiencia en un puesto de CFX / FX en un estudio de efectos visuales · Experiencia previa en proyectos de criaturas CG · Excelente conocimiento de Maya · Excelente conocimiento de Ziva. · Conocimiento de Houdini, un activo · Experiencia en la siguiente simulación dinámica: tela, pelo / piel, plumas, piel y músculo · Experiencia en programación con Python, PySide, PyQt, VEX · Experiencia en programación con C ++ para complementos Maya y Houdini, un activo · Conocimiento de las matemáticas relacionadas con el 3D, un activo · Experiencia en la creación de simulaciones de plataformas · Habilidades y experiencia en aparejos · Ética laboral centrada en el dinamismo y la colaboración · Capacidad para realizar múltiples tareas, establecer prioridades y resolución de problemas · Buenas habilidades comunicativas, organizativas, de gestión del tiempo e interpersonales. · Capaz de comunicarse de manera efectiva entre múltiples equipos · Dominio del idioma español e inglés, hablado y escrito · Elegible para trabajar en España Si está interesado, complete el cuestionario de contratación y seleccione Solicitar / Otro / CFX TD ”.
  13. Hi Friends! I'm trying to do a floodwater simulation and whitewater came nearly to 1TB, what is the best method to render this as particles or the VDB?(for production use) I have to send this to the lighting artist, sending 1TB caches is tough to deal with for us, looking for help on optimizing
  14. Large Ocean emerge collision issue

    So I have been trying to emerge a temple from under the ocean. but I keep getting this weird collision when it comes from below the water. Looked everywhere if anyone had the same issue, but couldn't find anything. The model is from kitbash and I believe I clean it up and polyfill it so it is watertight. I tried to use another geometry like a super quad from Houdini and that created realistic collisions. Not like in the picture. It seems like it is using the whole bounding box of the vdb of the temple to move the particles. I have collision detection in the solver as Move outside of collision Ocean_emerge_02.hiplc
  15. Im new to houdini and very confused at the moment. I tried creating a smoke portal like effect from particles then using vdb from particles. I created 2 tries. In both i dont know why the some is pretty low res in the viewport. Also i tried changing the velocity scale in the smoke volume sources but they seem to have no effect on the smoke. In the first one the center seems quite static and in the second one no velocity is inherited at all it seems. Any help would be appreciated. portal.hip
  16. Houdini FX Artist | Digic Pictures

    Hey Everyone, Digic Pictures is now hiring for Freelance Houdini FX Artist position! If interested, please apply here: https://digicpictures.hrfelho.hu/job/47/freelancer-effect-artist
  17. I'm trying to create an animation of a ship rising out of the water and simulate the water on it. But the animation is so fast that sails and thin ropes are not recognized as collisions. Perhaps raising the substep is a good idea, but is there any other way? Ideally, the collision should be as clean as this
  18. Hi guys, I have a tricky question about the Houdini FX vs Core licences. I do understand the differences between the two licences, but on the Side FX website, there is a mention that isn't clear: "Houdini Core is ideal for modelers, lighters, character riggers and animators to use on its own or as a layout and lighting tool for visual effects created in Houdini FX." Does that mean that I can buy a Core and a FX and render a FX scene on a Core licence ? Does the Core version understand the FX scene, load it, and render it without the possibility to edit of course the content ? Any clarification on the subject of what can render a Core version from a FX scene would be great, because it's not the same price...I do need to optimize the cost and i need to know if my core license can render a FX scene without changing the setup. Thank you.
  19. Goblet of Fire FX

    Hi, I'm trying to do a similar effect to that of the fire, in Harry Potter and the Goblet of Fire. I have a few questions. I've been playing about with the pyro solver and different sources, but you can always seem to see the shape of the source in the fire (see images). Whereas in the movie you cannot really see the edge of the source: Furthermore there is a point where the fire swirls in on itself and then spurts up. I was just looking for some ideas on how to this - I can make the fire increase in height but it doesn't quiet look as "magical" without the bit before it. For reference it is at 0:42 on this video - Any help or guidance at all would be a massive help. I am a student trying pyro for the first time, so I'm just trial and erroring everything so some direction to go off in would be incredibly helpful - even if its the smallest thing ever. Thank you in advance.
  20. instance chaining when point number changes

    Hi, I'm trying to instance different geometry on points, but the instanced object is chaning its object every frame, since the point numberis chaning, tried adding the id, I'm not sure where it got wrong, can someone help me here, copy_instance chaning_problem.hip
  21. Rotation in Wirecaptures

    Hi, the wire capture and wire deform are not taking the rotation of the points to rotate the geometry, attaching the sample scene file below, Basically, I'm rotating the curve and deforming the geometry using wire capture and deformer but it's just moving leaving the rotation Thank You wirecapture rotation.hip
  22. Volumesampleindex returning 0

    Hi, I'm currently trying to implement a smoke volume that wraps around the X-axis. Essentially taking the values of the final voxels on the +X axis and applying them to -X. The VEX below should be doing what I want, but its returning zero every time. Am I missing something? I've tried deriving the voxel coordinate procedurally, as well as manually specifying a good known coordinate, and every time I get an empty result. Its driving me mad! float scratchpad = chf('scratchpad'); int far_voxel = floor(ch('../smokeobject1/sizex') / ch('../smokeobject1/divsize')); vector sample_pos = volumeindextopos(0, "density", set(far_voxel, @iy, @iz)); if(@ix == 0){ //f@density = 1.0; //f@density = volumeindex(0, "density", set(far_voxel, i@iy, i@iz)); //v@vel = volumeindex(0, "vel", set(far_voxel, i@iy, i@iz)); f@density = volumesample(0, "density", sample_pos); v@vel = volumesamplev(0, "vel", sample_pos); } The commented out lines are different methods I've tried with no success. So far I've tried using volumeindex to read the voxel values directly, and volumesample using a position derived from volumeindextopos. No dice Any ideas folks? (the attached image shows the current behavior using the wrangle VEX above. What should be happening is the density and velocity values on +X boundary should be being copied into the -X boundary voxels)
  23. Gas Disturb - Help

    Hello, I am really confused with Gas Disturb node. I tried reading the documentation and tried different values but I haven't seen much difference when I change the Threshold Range value. Can some please help me and explain what exactly the Threshold Range is doing? Thanks.
  24. So I want to recreate the blaster impact effect from the mandalorian.... Its basicly sparks with a bit of smoke (when it hits tissue, clothing or a dusty ground)... So for that I took a razor crest model and added points. With the ray node I "placed" the onto the model. To source the points I wanted to copy speheres on these points, with randomized velocities based on the normal of the part, the point is on. But I couldn't get normal of the surfaces of the specific razorcrest parts to work on the points. Which didnt work obviously, bc to transfer points attribute you need to have matching ptnums, or am I wrong? So my Question: Is there a way to copy the normal of the nearest primitive to a point? Or is there a more efficient way of doing it? Blaster_Impact_1.hipnc
  25. Important Looking Pirates is looking to expand our FX team with talented and creative senior effects artists. We are looking for both full time and freelance artists, who can either join us here in Stockholm or work remote. If you are interested in working on some of the coolest shows next year, and taking creative charge of your work take a look at the job posting: https://emp.jobylon.com/jobs/70715-important-looking-pirates-senior-fx-artist/ Cheers, Juri Head of FX ILP
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