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Showing results for tags 'head'.
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Role Interference Pattern are looking for an experienced senior artist to be our Head of 3D. The role will involve leading 3D teams, choosing good technical solutions to creative challenges and ongoing hands-on work as a CG artist. We are looking for a highly motivated, self driven individual with a desire to help us continue to expand and develop the studio. If you’re interested in the following areas then we’d love to hear from you: High resolution modelling and sculpting for characters and environments Photorealistic texturing and surfacing Lighting both realistic and stylised 3D scenes Compositing workflows and methodologies for both live-action VFX and full CGI animation Rendering technologies Working with real-time engines such as Unreal and Unity Leading teams and providing oversight and feedback to team members Working within structured studio pipelines and using that knowledge to further develop workflows In depth knowledge and experience in SideFX Houdini is a big plus Candidates must be able to legally work within the UK About Us We are a thriving animation studio based in Edinburgh, one of the most beautiful cities in the UK. We do a range of animation and vfx work, including for features, broadcast content, commercials and marketing, original shorts, interactive VR experiences and bespoke 3D outsourcing via IPBuild. We offer a warm, flexible, family-friendly working environment and a really interesting and diverse range of work. Location We are currently all working remotely. However, we’re really looking forward to being back together on-site again and are looking for a candidate who could be based within commuting distance of Edinburgh. (A hybrid model with time split between onsite and remote working would be considered.) Application Process To apply, please send your CV, cover letter and links to an online showreel or portfolio to info@interferencepattern.com with “Head of 3D” in the subject line.
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FFX Align To Curve HDA FFX Align To Curve brings a faster system for customizing orientation of geometry along the length of a curve. Working with point data directly, a user is easlily able to develop in realtime their desired orientation data. A clear adjustable guide system shows exactly which direction your geometry will orient towards once copied onto the processed points. Scaleable arrows reveal the primary tangentu orientation and travel direction along the curve. Auxillary normal and bitangent markers reveal the other axis orientations. Features include: - Guide scaling, opacity, and color. - Offset parameter to slide points along curve. - Reversible orientation direction - Roll, Pitch, and Yaw controls that can be varied over the length of curve. - Pscale (scale) point attribute that can be randomized and varied over the length of curve. - Cd (color) point attribute that can be varied over the length of curve. - Separate head and tail point breakout to allow for unique geometry from the main curve. - Plus other adjustment, and output options. Video Tutorial: https://vimeo.com/478682335 For more information please visit https://fendrafx.com
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Dear odforce, I want to show you this short teaser, which without the treasure of knowledge and tips found within these forums, I would not have been able to create. Please take the minute that it lasts () to watch it, and turn your volume up! A little bit about the project: a former boss at a studio in which I worked needed a quick, raw and eye-catching portfolio teaser that would be independent from client-work. A project that would be created entirely by ourselves, and that would serve as a portfolio-item in the end. I had mentioned to him the idea of having something caught in the moment of shattering, as a photograph, and he found some images that kicked our motivation off. He told me to take this project under my wing, and leave everything up to me.. so my expectations were very high. Based off of the photography, all fracturing-methods felt very CG, and despite how complex my fracturing-setup was, I always ended up seeing these eye-sores which were the typical convex voronoi pieces. Then comes H16 with its new boolean method. The possibility of using custom cutters as surfaces to pre-fracture an object, and simming it with perfectly stable results, changed the game. I started seeing how much customizing I could add to the overall fracture, via VOPS, VEX and everything that makes Houdini what it is (you know what I mean). The rnd of a whole year went to the trash and I put all my hopes into this new method, and after ~220 logged hours, I am really proud to present this fully CG short. You can find some more details to the process in the Vimeo description, and please feel free to ask anything I haven't mentioned. I completely forgot to share this project here, so having just recently updated the video (minor details + new audio) I am doing it now. I truly hope you like it! Chris 08052017_bustshatter-wip01.mp4 12052017_bustshatter.v2-wip01.mp4 14052017_bustshatter-wip01.mp4 14052017_bustshatter-wip02.mp4 15052017_bustshatter-wip01.mp4 18052017_bustshatter.v5-wip02.mp4
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I've spend almost a year playing around SOP nodes over the same model during my rest time. Here are some results. https://picasaweb.go...feat=directlink http://www.z-way.org/script-and-gizmo/houdini/houdinimodeling
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Here is something I started in Houdni 13 and picked up again when H14 came out. I'm learning/exploring, so it is taking a bit of time to find a good workflow for modeling. H14 made that easier, and hopefuly it will improve some more.