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Found 38 results

  1. Hello! So I just started dabbling in FLIP and have a little river scene everything looks decent except for the whitewater. It takes forever to cache but I have the rasterized particles cached out and the standard particles will be finished caching later this evening. I've played with the spray shader but it looks kind of weird when applied to the rasterized particles, especially with the noise parameter that's [on] by default. I also read a few posts that suggested trying a billowy smoke shader instead. That made it look much better but still not correct so I figured I needed the regular particles cached in addition to the rasterized ones. If that's so they're caching now, but when they're finished what do I do with them? Last time I had whitewater particles cached they just rendered as spheres because of the pscale, am I supposed to mesh them like the FLIP and then layer them? I can post some screenshots once my cache has finished.
  2. 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
  3. Houdini For The New Artist

    Download the Course Files & Watch for Free at CG Circuit https://www.cgcircuit.com/tutorial/houdini-for-the-new-artist Hello ODFORCE! I'm very excited to share my first Houdini course titled: Houdini For the New Artist Houdini for The New Artist is perfect for anyone interested in learning Houdini for the first time. To keep things interesting, we learn about the basics while building "Alfred the Rhino" from scratch. If you're looking for an intro tutorial that gives you a bit of everything, fun to work with, and straight to the point - this is for you. Be sure to check out the full course and download the course files and practice along. Thank you for watching! Course Outline Intro 42s The Interface 12m 26s Setting up Our Project 12m 53s Utilizing Attributes 10m 47s Caching 8m 23s Applying Materials 9m 55s Adding the Backdrop 6m 41s Basic Shading Parameters 5m 36s Lighting 9m 30s Rendering 12m 29s
  4. Houdini Lighting Artist - Interference Pattern

    Houdini Lighting Artist Interference Pattern are recruiting for a full-time Houdini Lighting Artist. The Role We are looking for a Houdini Artist to take a lead lighting role on projects. An ideal candidate would also be skilled in Nuke (or similar compositing package). The Role requires a broad knowledge and experience of the entire 3D Pipeline, with a focus on producing polished lit shots. We appreciate that potential candidates may have varying levels of experience; we are primarily looking a proven track record in turning out great looking work using Houdini and a candidate who can demonstrate a strong sense of visual aesthetics. Responsibilities Responsible for final Houdini 3D scene assembly and output, including Digital Asset creation, setting up lighting and rendering final outputs. Working closely with a project’s creative team, directors and clients to define the best approach and execution for projects. Optimize and troubleshoot lighting and rendering problems. Additionally candidates may be asked to work on compositing final shots dependant on experience. Shading/texturing work as and when required. Requirements Demonstrated knowledge and experience of Houdini within a production environment. Strong understanding of multi pass 3D rendering and compositing. Strong understanding of lighting/shading/texturing principles and techniques. Knowledge of rendering techniques and optimization processes to minimise render times. Ability to work within a style established by the Client / Creative lead. Experience with Nuke or similar compositing package (eg Fusion). Programming or scripting skills would be beneficial, but not essential. Ability to problem solve and predict potential problems. Strong communication skills are critical. Artist must be able to work within a team, taking direction and exercising attention to detail. Solid work ethic and a positive attitude in the face of challenges Strong time management skills and organization. Minimum of 3 years production experience and a degree qualification required. If candidates do not possess a degree, 5 years production experience required. Degree and work experience requirements may be waived if candidates can show exceptional skills. Currently be able to work in the UK. Able to be located on-site in Edinburgh About us We are a small and perfectly formed animation studio based in Edinburgh, one of the most beautiful cities in the UK. We do a diverse and interesting range of work, including documentary features, commercials and original shorts. Application process To apply, please send us your CV, cover letter and links to an online showreel or portfolio to info@interferencepattern.com Job Type: Full-time
  5. Hi all, I'm confounded by a scenario and I'm hoping that someone else might have run across this. I have a light shader assigned to a Light Template object: let's call it myLight. It behaves as expected for non-motionblurred frames. But when I place it inside a subnetwork, put extreme motion in rotation and translation on the subnet, add a generic Light (spotlight) object to the subnet (at the same level as myLight), the generic light motionblurs properly but I get no motion blur my myLight's contribution. Here is the poignant code and information that I can tell: light myLight() { vector Plight = ptransform("space:light", Ps); Cl = max(0, 1-length(Plight*set(1,1,0))); } I am using Houdini 16.5 Mantra Raytrace mode. I am using exclusively xformational motion blur, 2 motion samples. I have the above light shader assigned to a Light Template object: myLight. myLight and a generic Houdini spotlight live in a subnet that has extreme translation and rotation animation. It behaves as expected for non-motionblurred frames, with and without rotational and translational transformations. It looks exactly the same with motionblur turned on, but the light from generic Houdini spotlight motionblurs properly in the same render. The vector version of the transformation, vtransform("space:light", -L); Seems to respect the translation component of the motion blur. BUT NOT the rotation component. So generally, myLight WILL motionblur, but not consistently in the right direction/magnitude. Weird. I have tried using the explicit path of the Light Template and to its containing subnet to see if I could jigger it. And the results are exactly the same: vector Plight = ptransform("/obj/mySubnet/myLight", Ps); vector Plight = ptransform("/obj/mySubnet", Ps); So I am wondering if I'm using the right transformation, the right variables, and if I am to add any special rendering intrinsics to the Light Template object to get the "space:light" transformation to respect the motion blur properly. What am I doing wrong?
  6. Hi, Not sure what is going on here, but if you create a dopnet inside a geometry node, scene lights wont affect pyro in the viewport. If you back out of the dopnet, then you can see the light affecting pyro. However, if your dopnet is at object level lights will affect pyro. Why can't my dopnet be inside a geometry node and have the scene lights affect pyro so I can see whats going on? Photo 1 is inside the dop net. Phpto 2 is inside the geometry node but outside the dopnet. Thanks smoketho.hipnc
  7. Either you are junior, mid or senior, good at modeling, texturing or lighting... No matter what, as soon as you can show a quality portfolio, have interest for Moment Factory's projects (from pure 3D animation to hyperrealistic projects on a variety of multimedia platforms) and looking for versatility in 3D tasks, we have openings for permanent or contract. Here is our content reel: http://bit.ly/2rzJKbE Our works: http://bit.ly/2tJMlAB Please note for urgent matter, we will consider only artists eligible to work in Canada. Please send your resume or LinkedIn profile and portfolio or demoreel to julietb@momentfactory.com
  8. Hope this in the right section, it's a bit of both effects and lighting/shading! I am working on a shot that involves an ocean surface in overcast lighting and I'm really struggling to get it right. I am aiming for something like the attached image but my attempts have come out looking way too glossy/specular by comparison. When I try to push the overcast lighting, I also run in to the problem of the scene really flattening out. How do I keep the detail and contrast in the waves without any bright highlights? I am currently working with mantra but hope to switch to htoa. Thank you!
  9. Hello!I am having a few bugs with the houdini toon shader.In some scenes it appears as though there are two objs on top of each other and intersecting, when there is not. Also, some parts of the model are just black under lighting while others are not.Has anyone come across this? If so does anyone know any ways to fix this? Thanks
  10. Hi, I just released a new tutorial about lighting and rendering with Mantra in Houdini. Over 5+ hours of content. Topics include Cameras, Lights, Lighting Setups, Materials and Shaders, Render Settings, and Scene Management. If you don't know where to start with Mantra, or with lighting and rendering, in general, this is a pretty good, comprehensive explanation: http://helloluxx.com/product/houdini-training-learn-jumpstart-vol-8-intro-to-lighting-rendering/ -Adam
  11. Hi everyone, I've noticed an issue shining a light through a refractive material. The refractions don't seem to be energy conserving. Using a point light with intensity 1, exposure 0, no attenuation, shining through a grid with a basic mantra surface material with refractions enabled, the brightness values of the resulting pixels in the render are extremely high. Some are as high as 4,000. Why is this? In this thread, Symek mentions that the BSDF model is not inherently energy conserving, so it would have to be applied post-process. Seems odd that this wouldn't already be done in SideFX's shaders... If that's the case, though, how can I make refractions in the mantra surface shader energy conserving? Thanks, Chris EDIT: Forgot to upload sample scene, here it is light_refraction_broken.hip
  12. Hey, For a side project I'm working on I'm trying to create random/periodic lighting strikes. I'm trying to get a line with animated noise on it to increase its length to a set max value, pause for a few frames, return to a length value of 0 then have it hit the max value again after holding its value again. I have multiple [lines] with different length values (with a point VOP to create the noise) feeding into a [switch] I've tried using multiple expressions like floor($F/24) and $F % 2 and a fit range. I've gotten the values to switch after 24 seconds but not switch back; and to switch back and forth but it does it every frame and it's too fast. I've also gotten the switch to count up every X seconds (i.e. 1, pause, 2, pause, 3, pause) but not count back down. Anyone have any ideas?
  13. Lighting TD - RISE FX - Berlin

    You are a Lighting TD for several years now and love to work on movies with a very high quality? RISE FX is currently looking for Mid to Senior Level Lighting artists to join our team ASAP for very exciting feature projects! Required skills: experience with Maya is a must; Nuke and Mari are a plus experience in shading, lighting and rendering with Houdini and Mantra advanced knowledge of pbr shading techniques advanced knowledge of both traditional lighting and hdri based lighting using fg and gi techniques advanced knowledge of lighting and shading for multi-pass output good knowledge of scene file optimization for rendering Responsibilities: you can efficiently follow your cg supervisor’s creative and technical briefs you have a perfect eye for detail and realism you are able to adapt your light as the brief evolves you have the ability to work in a team of creatives you are comfortable in working with deadlines you have a great sense of humour If you are interested please send an email with a LINK to your newest SHOWREEL and a CV to jobs@risefx.com. We are always looking for meeting new talents to join our lovely team! PLEASE NOTE: You need a valid working permit for the European Union in order to apply. Unfortunately we can’t assist you in getting one for the moment beeing.
  14. Stag in a bottle

    This is a small project i had been working on lately, mostly had to limit myself with the render settings as this almost took 1 hour per frame. any feed back would be appreciated. Thank you
  15. Hi, We started using deep rendering and noticed nuke scripts literally explodes if we forgot to check "Exclude from DCM" for each extra passes. My problem is, how do we exclude base components from DCM, like Direct Lighting and Indirect Lighting? There is no Exclude from DCM checkbox for those passes. I tried in H14 and H15. Do I need to manually export those passes in the Extra Image Planes section? Thanks Maxime
  16. - Having experience in houdini project (modeling to lighting) - able to used environment variables or an intelligent adaptable scatter system - willing to stay in Batam, Indonesia - please send your CV and porto / reel to ifwcareer@frameworks-studios.com with subject : Houdini artist / Houdini Supervisor
  17. Deep Shadows not working

    I'm trying to render a very large number of particles, using a shadow map generated from a volume to expedite render times... For a test with an animated sphere and plane, I've generated the maps successfully per frame and viewed them in mplay to check they're fine, but mantra still seems to be generating shadows on the fly despite auto-generate shadow maps being unchecked.... changing the referenced shadow map frame on the light has no effect. Am I missing something?
  18. Hey all, The team at Psyop just open sourced their ID matte toolset called cryptomatte. I started working there a couple months ago. we are looking from some contributors for Mantra implementation for the project! anybody interest? https://github.com/Psyop/Cryptomatte Have look and if your interest hit up the team, we are eager to make this apart of mantra Cheers!
  19. Lighting + hip file

    This exercise files for those that want to learn the technique Houdini 15.5.480 Lighting v01.hip
  20. Hi everyone. First post here and new houdini user, so be gentle! I'm trying to understand how one might go about adjusting an HDR within Houdini rather than adjust in another DCC and reload in Houdini. I tried loading the HDR in to /img/ then adjusting with a color-correct before loading in to the mantra environment light using an "op:" path, but this introduced a painful delay as houdini seems to "cook" all too often even when as far as I would assume, the HDR doesn't need colour corrected until render-time, and even then, only on a per-pixel basis during render. So, I assume I am approaching this from a totally non-houdini way of thinking. The options as I see them are 1) Adjust the HDR in a different application. 2) Adjust the HDR in the environment light by adjusting the color tint values. 3) Adjust the HDR in the /img/ context and save out with a ROP when satisfied with the result and then pass the direct path to this saved file to the environment light (rather than pathing to the file-in node within \img). 4) Access the file-in node within the environment-light and add a color-correction in there (although when I open the environment light node network, there is no sign of the file-in as one would expect or as you can find in a standard mantra shader node network). So, I guess my question is, where I have a 'map' in houdini, what is the best way to colour correct the map either by processing outside the object or inside the object node network? (where 'object' could mean primitive/light/shader/etc). Thanks
  21. Join Moment Factory, the multimedia leader! julie@polyglotgroup.eu https://goo.gl/OeoWAW
  22. Hi guys, I'm testing different lighting intensities with a simple scene. Usually I would click render, wait for the render to finish, then change the intensity and click render again. I want be able to click render once and Houdini will render a certain frame and once finished, it will automatically change the light intensity attribute and render again. This way I can have multiple renders of the same frame with different lighting conditions for lookdev purposes. Solution = Wedge Node Thanks
  23. light model for houdini 15

    hello I want to build a translucent material and I learn from cmivfx shading and rendering tut; But these course its very old , he used light model for houdini 10 how I can build translucent material using houdini 15 ?
  24. Hi all, We have a couple of Lighting and Texture positions, starting asap (late Feb / early March 2016), which run for around 8-10 weeks at Rising Sun Pictures' Adelaide office. We'd love to talk more about the killer feature film sequences we have ahead of us, but NDA's prohibit it being mentioned further on od|force. Rest assured that they are all in line with our previous effects work. Essentially these positions suit applicants available now or those about to enter a show hiatus. Visa's can be arranged for most countries. It breaks down as follows: Australian & New Zealand applicants. you can jump the visa queue and start now! Application details below. 417 Work & Holiday Visa. For those aged between 18 & 31 from Belgium, Canada, Cyprus, Denmark, Estonia, Finland, France, Germany, Hong Kong, Ireland (Republic of) Italy, Japan, Korea (Republic of), Malta, Netherlands, Norway, Sweden, Taiwan & UK. (24-48 hours for visa approval). 462 Work & Holiday Visa. For those aged between 18 & 31 from USA. (24-48 hours for visa approval). 457 Visa applicants. If you're not from Canada, USA, UK, Ireland, NZ or South Africa, or fit any of the above work / holiday visa's, you'd likely qualify for the 457 Visa. This one needs to have an IELTS (English test) in place with an overall score of 5.5 or more. Yes, we know you speak perfect English, but it's just a condition to be met on the 457. Painful, we know. Visa applications on the 457 can be lengthy, but things are running pretty smoothly at the moment and should not be a barrier to your application. (4-21 days for visa approval, pending your paperwork, IELTS, Education, qualifications etc. is ready to roll). What we cover RSP covers the cost of the return airfare, initial accomm and round trip flights from your city. Application Lighting: To find out more about this and other positions visit: https://rsp.com.au/lighting-tds/ Texture: https://rsp.com.au/texture-artists/ You'll find an Apply Now button on each of the above pages. If time is against you, just shoot your resume and a link to your reel, via employment@rsp.com.au. Be sure to confirm your availability and country of citizenship so we can assess your visa viability. RSP? Adelaide born and bred with an international reputation for great work. We try to ensure our people lead a healthy work / life balance. It's always tough during crunch time to find that balance, but we'll keep striving for this outcome. All RSP departments are located in one building. If you need to speak to a modeller regarding an asset you intend on destroying, you can get up and chat to them a few rows away. It's a collaborative and ego free environment. Adelaide? It's a gorgeous time to visit Australia, this job will help get you hooked. RSP is located in the heart of the Adelaide. Outstanding, VFX can be completed in any city with a decent connection, so why not pick one of the most livable. Many of our crew walk to work or ride bikes. It's easy to get around town from our office. It's Fringe Festival time, so the city is alive with what we refer to as "culcha". That's cultural activities for those in the northern hemisphere. Amazing food, performances, music and dance. Footy season kicks off in a month at the redeveloped Adelaide Oval. Good work, good place. Apply Now! Marcus Wells Recruitment Rising Sun Pictures www.rsp.com.au
  25. Hello everyone, I would like to introduce my new Houdini training, "Houdini Rocket Ship". The idea behind this training was to create a project that will take the viewer through a variety of aspects of Houdini without making the project overly complex or technical. As long as you have a basic understanding of Houdini you should be able to follow the training Over the course of this project we will cover a whole range of topics which include Procedural modelling, Polygonal modelling, Environment Generation, Cloud modelling, CHOPs, RBD, Constraints Network, Smoke Simulation, Materials, Lighting using HDRI, setting up Takes, Rendering and Final composite in After Effects. There is currently a one week discount on the training series of $25. The offer will last till 17th October 2015. Trailer Final Animation for further information kindly click on the link given below http://www.rohandalvi.net/rocket
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