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Please apply through the following link: http://gr.8job.co/I1hm8HB3 Founded in 2010 by the original creators of the Call of Duty Franchise, Respawn was created with the philosophy that when talented people have creative freedom, they'll make extraordinary games that achieve the unexpected. Our shipped titles include critically acclaimed multi-platform games Apex Legends, Titanfall, Titanfall 2, Star Wars™ Jedi: Fallen Order and Medal of Honor: Above and Beyond. You can learn more about our studio and values at respawn.com/studio. In collaboration with Lucasfilm, the Star Wars FPS Team is developing a new AAA FPS in the Star Wars galaxy. Inspired by classic titles like Dark Forces and Jedi Knight: Dark Forces 2, our story-driven single player game is being developed from the ground up leveraging the power of Unreal Engine 5. We’re combining this inspiration and technology with Respawn’s pedigree for making best-in-class shooters to deliver a brand new experience our players will love. We are looking for an experienced and knowledgeable Senior Technical Artist to join our Star Wars FPS team. This role is for a specialist in procedural content creation and tools. Our ideal candidate has extensive experience building tools and pipelines in Houdini and enjoys the challenge of empowering art teams with flexible tools that adapt to change. If you thrive in procedural node networks and want to help build a galaxy, we’d love to hear from you. What you'll do... Develop new procedural tools and help build new assets, locations, and empower our art teams to do innovative new techniques. Collaborate with Environment Art, Character Art, Level Design, VFX, and other disciplines to automate repetitive processes. R&D and evaluate new procedural tools and adapt them to our project, including new features in Unreal 5.2. Establish and maintain best practices, quality bar, pipelines, and documentation. Work with engineers, artists, and designers to address game performance and memory usage issues. Constantly raise the quality bar, develop new solutions, and streamline processes. Ideally, you will have... 4+ years of games industry experience as a technical artist or other technical discipline. Portfolio that shows relevant technical experience in games (tools, pipelines, etc.) A deep understanding of Houdini and Houdini Engine. Secondary experience with other tool sets like Blender Geometry Nodes is a plus. Strong scripting experience in Python, VEX, HLSL or others is a plus. Experience with Blueprint scripting is a plus. Strong understanding of pipelines and how to design and optimize them. Ability to own a challenging issue and find practical solutions. Strong understanding of game engines and art integration as well as corresponding technical restraints. Experience addressing game performance and optimization, ideally in Unreal. Ability to both receive and deliver constructive criticism. If this opportunity sounds like a great fit for you, please submit your resume and portfolio and we will get back to you once we have reviewed it. In addition to opportunities for creative impact and professional growth which come with being a member of our team, working at Respawn has many other perks and benefits! Learn more at respawn.com/perks. Please apply through the following link: http://gr.8job.co/I1hm8HB3
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Hey all. Just posting a new tool I recently wrote in case anyone is interested. It's an HDA for saving attributes into either data textures or mesh vertex channels for use in realtime shaders. I needed to do some fancy pivot caching and mograph type stuff in a Unity shader and after hacking together a solution with a python SOP I figured I'd package it up nicely for future projects. https://github.com/pixel-ninja/packChannelsHDA/releases/tag/v1.0
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Hi everyone, On Friday April 22nd Breda University of Applied Sciences will organize another edition of the Everything Procedural Conference. We have speakers confirmed from leading AAA game studios, including Epic Games, Playground Games, Remedy Games and Embark Studios to name a few. You can join the conference at our beautiful campus in Breda or join the event online from the comfort of your home or office. More details and tickets here: everythingprocedural.com CONFERENCE How proceduralism helps create Forza Horizon 5’s version of Mexico Speaker: Andrea Riccardi & Ole Greonbaek - Playground Games Building a City in the Matrix Awakens Experience Speaker: Rober Osborne - Epic Games Create and Fracture - Remedy's CONTROL: Foundation DLC Speaker: Johannes Richter - Remedy Games Generating Procedural Inventory Speaker: Mark R. Johnson Worldbuilding Pipeline at Twirlbound Speaker: Ilia Tonev - Twirlbound Procedural Music Generation in Robo Maestro! Speaker: Joost van Dongen Automated Physically-Based Animation Through Reinforcement Learning Speaker: Riley Miladi - Embark Studios Procedural Techniques in Solar Ash Speaker: Len White - Heart Machine MASTERCLASS SideFX Houdini and Unreal Engine 5 Speaker: Simon Verstraete - SideFX STUDENT SHOWCASE MusicXML workflow for Houdini Speaker: Marn Schokker - Breda University of Applied Sciences Houdini Slime Simulation in Unreal Engine Speaker: Jack Glavimans - Breda University of Applied Sciences Improving Procedural Workflows in Unreal Engine Speaker: Michael van den Berg - Breda University of Applied Sciences
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Hey, Im new to Houdini to Unreal and been following the webinar video by Luiz. However after following it seems I can't get my sim to work in Unreal. I can export fine, apply shaders etc, but the result is extremely bizarre which I assume is due to an issue with the BBOX MIN and MAX values. Or something to do with my orients/pivots exporting the wrong values. I found a thread where someone made a pretty handy VAT RBD pipeline but even after following that I still was unable to get it to work correctly. I was wondering if someone could take a look at my files and see if you can see any issues with what im bringing in or if you can get it to work. Cheers P.s Also noticed my fantastic typo which I apologies for xD Also a picture to show to issue im having. As you can see the BBOX values from Houdini to Unreal are the same so wondering why this issue is arising. VAT_pipleine.hip VAT_pipleine_posHigh.exr VAT_pipleine_meshHigh.fbx VAT_pipleine_rotHigh.exr
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Hi guys! I'm trying get show frame every N frames (in COP) like FDFX (show every : N, attached images) but I'm not get it. Is there node or expression that gets this like $F%2 or similar? Thanks.
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We are searching for active industry professionals using Houdini for procedural modeling to develop and teach an online course. Flexible scheduling with a 3-5 hour per week schedule footprint depending on class size. Minimum Requirements: must have 4-7 years of professional experience in feature film/animation and/or game projects and a current demo reel showcasing work specifically in procedural modeling. Preferable: Some experience teaching or training artists would be helpful in this role. Please send resume/work history, as well as a link to your website and/or demo reel, to careers@cgmasteracademy.com.
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Hello everyone, My name is André and I’m researching how to design a 3D (environment) Production Pipeline for Virtual Reality training. The goal is to have a pipeline that would allow us to build training environments as efficiently as possible. Due to the nature of the training, our environments are relatively small max 200m x 200m. Our team is small 3-6 people but can change depending on the project. I'm especially interested in Houdini3D integration in the Pipeline for generating procedural assets. Online I've done quite some research but don't find much information about this topic in detail. Lots of examples of output but not the actual production process. I need some help with designing our pipeline. Love the GDC talk by Insomniac about procedural generation in Marvel's Spider-Man (see video below). Gives some great insights but would love to learn how to do this on a small (indie) scale. Could you share your Production Pipeline in a diagram? What do you produce with Houdini and what do you produce with other tools? Would love to learn about how you developed your pipeline and why you made certain choices.
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Please be invited for another edition of the Everything Procedural Conference on Wednesday April 24th at Breda University of Applied Sciences. This year we have again an amazing lineup of speakers, including Yossef Benzeghadi (Ubisoft Paris), Anastasia Opara (Embark Studios), Marc Braun (Blue Byte), Thomas Altenburger (Flying Oak) and Simon Verstraete (eXiin). Besides we are introducing on Tuesday April 23rd the Everything Procedural Open Podium, open for everyone interested to show and share their own endeavors regarding procedural content for games. On Thursday April 25th and Friday April 26th we will host a two-day SideFX Houdini Masterclass which will let you explore Procedural Animation and the newly introduced Procedural Dependency Graphs (PDG). The Everything Procedural Conference previously took place in 2016 and 2018 and is gaining strong recognition as a leading conference in the field of procedural content for games. Please share, all invited! http://everythingprocedural.com/ https://twitter.com/everythingproc https://www.facebook.com/everythingprocedural
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Anyone here had troubles before with importing a heightfield HDA into UE4 that only shows when selected? It seems random, sometimes it doesn't behave like that, I don't understand where the bug is coming from. I can solve it temporarily by going to the manage tab for landscape and the change component size option and not change anything and click apply. Except it will move the landscape out of my HDA, and this breaks my pipeline. I got it to work perfectly sometimes, but I don't know how, it just seems this problem is random.
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Hi everyone, After a successful first edition in 2016, the Everything Procedural Conference on procedural content generation for games will return in 2018. We have speakers confirmed from leading AAA game studios, which will be revealed shortly. The conference is not all Houdini related but might be of interest to all. Location is Breda, the Netherlands, Europe. http://everythingprocedural.com/ https://www.facebook.com/everythingprocedural https://twitter.com/everythingproc
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Hello all, So I'm using the gamedev-Games-Baker to bake out maps. But my tangent space normal is always rendering flat, whether I bake using the game dev tool to disk or extract a Normal image plan in a standard render using a camera . So I'm making the assumption I need another attribute or my normal are incorrect or my setup is - anyone ideas on what I'm missing or going wrong? Side notes; If I bake out the 'world normal' rather than standard or (tangent space normal) I do get a result but not with the standard normal. Any help and explanations would be great Thanks C.
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Hello everyone. I am trying to follow the gdc 2017 talk about hair game creation and I can´t find the way to isolate the three curves that belongs to each primitive inside a for each loop. In side the for each loop I have the primitive and in the talk he create and attribute call curve id and in base to this attribute blasted each line that belongs to the primitive with a point expression. If someone could help will be really appreciated. Thank in advance. Isolate_curves_foreach.hiplc
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Hi Everyone I'm currently trying to create circular point groups, inside a voronoi fracture. My outputs are groups currently are primitives but when I conver them to points, i have to many clustered together. I'm thinking of a solution by either getting the max/min two points of each primitive inside my group and delete the other points from the group. Unfortunately my VEX skills are very limited, I seem to be declaring my max function wrong. If someone could help me figure it out that would be great, also an explanation to why my attempt didn't work/ any other solutions towards achieving the same result would be more than welcome. Cheers Example.hipnc and for any questions im trying to make a tool that creates ground slams, as you can see there's distinct circular fractures which im trying to replicate, but also make procedural.
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With the recent 16.0.6 update, Houdini added games shelf tools. one of these tools is vertex animation. I've been trying to integrate my particle system into Unreal Engine 4 for the past 2 days. When I try to render the vertex animation subnetwork gives this error: Error Error rendering child: /out/vertex_animation_textures/mantra11 Diving into the subnetwork there's two nodes that give errors the first node gives this error: Error Zero resolution for camera '/out/vertex_animation_textures/sprite_obj/cam1' and the second node gives this error: Error Error rendering input: /out/vertex_animation_textures/mantra11 From what I've read from another odforce forum post the problem seems to be that the HDA for vertex animations textures need to be used correctly. Quote from Gramx's post: " Hi Luiz, I have been looking at the hip files and it seems that you have a newer version of the Vertex Animation Textures Asset. I get an error saying incomplete asset definition. Are you able to send over the latest asset or will it be available in the next Daily Houdini build. I am running 16.0.542 Thanks Graham " Gramx's post Shouldn't the tool just work on it's own? Or am I doing something wrong? Any help into the right direction would really be appreciated, maybe even an example of the particle working in Unreal. Cheers, Callan RubberParticles.hipnc
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Hi everyone Wonder in knowing, I am trying to get a kind of loop particles systems, means that when they collide with an object, will recover back their original position and re-simulate creating a loop. Main constraint here is that ptnum must to be constant, cannot die. After this it would allow to set different conditions as reboot when leaves frustrum or after a certain initial age, etc. My only issue is that I arrive at update (in the wrong way for being honest) the velocities to re-do the sim cycle, just that goes in the worng direction, exist a way to make them restart with their initial velocities, attached a HIP file of example. Thanks LoopParticlesTEST.hip
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I've been testing out the motion vector technique described here https://www.sidefx.com/tutorials/create-motion-vectors-for-time-warping-image-sequences and here https://vimeo.com/228233111. I am working with sprite sheets which are 8X8 (64 images, resolution 1024x1024). In his presentation Michael mentioned that 1/framerate should give a reasonable number for the motion vector intensity. My current settings are: number of rows = 8 number of colums = 8 motion vector = 1/framerate I am having difficulty determining what values to put in these remaining parameters. time_multiplier = default? min? max? Phase to Debug = default? min? max? Any help would be much appreciated. Thanks.
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Hey all, I am trying to import my OTL into UE4 using 15.5 (NC) using this tutorial here and when i get to the part where i bring the asset into the UE4 project all i get is the Houdini logo in the viewport. I can move the asset around but it never updates to what my asset is (a test building). Does anyone have an idea what could be causing this?
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Yesterday 80Lvl released a new post: https://80.lv/articles/procedural-technology-in-ghost-recon-wildlands/ It covers some of the design processes that were used and how Houdini assisted in them. The project itself has been a blast to work on! </plug> So I hope you like the article
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Pluralsight is proud to offer three new courses... one covering intermediate level ocean shot development, a second covering the development of visual effects for Unreal Engine, and another covering the fundamental math concepts that are pivotal to working within Houdini. Below is a bit about each course and a link where you can check out the course overviews. Houdini: Intermediate Ocean FX by Andreas Giesen Link: www.pluralsight.com/courses/houdini-intermediate-ocean-fx In this course, you'll learn how to setup a procedural ocean and do a flip fluid simulation for a traveling boat in choppy waters. First, you'll discover how to use the ocean spectrum to create an infinite ocean. Next, you'll add the boat, do a flip simulation for a specific area with high detail, and add whitewater and mist. Finally, you'll extend the simulated area and set-up the shaders to render all the layers. When you're finished with this Houdini 16 course, you'll not only have an ocean rendered with a high detail fluid simulation, but you'll also have a workflow on how to master your own ocean and fluid challenges in the future. (Software required: Houdini 16.) Houdini VFX for Games by Andreas Glad Link: www.pluralsight.com/courses/houdini-vfx-games Have you ever sat down in Unreal Engine to create an effect, and not had a clue where to start? In this course, you'll start from the very beginning by creating the textures for your sprites. Next, you'll create debris in a way that allows you to use it repeatedly and uniquely. Finally, you'll add all the extras to really sell the effect, like decals, camera shake, and a shockwave. When you are finished with this course, not only will you have gained a deeper understanding of timing and the importance of telling a story with the effect, but you'll have planted the seed for future endeavors into proceduralism. (Software required: Houdini 15 and up, Photoshop and Unreal Engine 4.) Practical Houdini Math Tips by Beau Garcia Link: www.pluralsight.com/courses/houdini-practical-math-tips In this course, you will learn the math that drives Houdini effects production. First, you'll learn about Sines and Cosines. Next, you will explore the concept of Vectors. Finally, you'll finish the course learning about Matrices, Quaternions, Dot Products, and Cross Products. When you're finished with this Houdini course, you'll have a solid foundation in the math skills needed to produce high end visual effects. (Software required: Houdini 15 and up.) Thanks, and as always, I'd love to hear your feedback on these courses so we can continue to improve! Learn more about SideFX and Pluralsight: www.pluralsight.com/sidefx
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Hi everyone, Just to inform you we are organizing a conference on procedural content generation for games, this is not all Houdini related but might be of interest to all. Location is Breda, the Netherlands, Europe. We have 6 speakers confirmed of which Andrew Lowell (Lost Boys School of Visual Effects), Twan de Graaf (Ubisoft) and Mark Spevick (Escape Studios). Andrew will also provide a Masterclass on Houdini Dynamics preceding the conference. The conference is free, please check website below. http://everythingprocedural.com/
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Hey there! I recently gave a talk to the Vancouver Houdini User Group about how Houdini can be used for making visual effects for games. It was a reasonably short lecture (~45 minutes) so I decided to record it afterward and comment the Houdini file a little so I could share it online. The lecture is targeted at film people who would like to transition into games but aren't sure how to get started. It's not a step-by-step on creating fluids or any nonsense like that, but rather a look at some of the ways you might optimize an effect for real time. If you're not familiar with who I am, I've written a little about how I got into games over on my blog: http://www.allegrodigital.com/?p=1991 Or you can go straight to the lecture which is free, and hosted on Udemy: https://www.udemy.com/game-effects-using-houdini-ue4 Hope it's of use to someone!