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Showing results for tags 'pipeline'.
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Hey there, We're developing our own pipeline that will be set up as a saas product and are looking for another experienced developer to join our team of talents. Find out more info here: https://arxanima.com/career/pipeline-developer2 All the best, David
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HI ! We have just started small new studio and we are at the point of choosing proper pipeline for us. we are free from any legacy and are able to build our pipeline from scratch we plan to switch to usd, but not sure what to use - Karma or Arnold. we have experience using both arnold and redshift in the past ....but think about using karma as the best integrated rendering solution (seems like) sidefx says that it is production ready. but does it make sense ? wouldn't we regret ? so maybe someone has already walked this way and could share some opinions ? what is better option to choose ? Thanx in advance fir any info regarding this matter
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Hi All, I've been working on the .vox exporter for a while. After some improvements I decided to publish it on github. The HDA generates .VOX Magicavoxel file from given inputs. If interested you can get it from here; https://github.com/caglarcomez/Houdini_to_Magicavoxel
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- magicavoxel
- pipeline
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When trying to close Houdini, a dialogue window pops up asking the user if they want to save the file or close Houdini right away. It seems like the saving (using this dialogue, not saving in general which is working fine) has lead to several corrupted files in our internal network, therefore I was wondering if there was an option to de-activate this? When closing Houdini, the scene should just close and neither try and save anything nor should the user have the option of doing so as this might result in corrupted files. Is that possible somehow?
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Hey, This is a very broad question but being somewhat new to Houdini (not vfx in general) I thought it would be worth asking people with more Houdini knowledge than myself. We are a small VFX studio and we have recently switched to being fully Houdini, as in, everything but some modelling, rigging and animation will be done in Houdini. We are also using Arnold for rendering. I've been looking at ways we can handle things like asset management through houdini, for instance creating a chair asset from modelling to lookdev and ending up with a final asset to then be referenced in shots for rendering. Obviously there are many ways of doing this, I've seen houdini HDAs which seem like they could be the way to go but I'm wondering how other studios are working with Houdini, not just single artists. Any links or information to research would be much appreciated.
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DupeVFX are looking for a Mid-Senior Houdini artists to join our small growing 3d team in East London. We are currently at the stage of switching to an almost full Houdini pipeline, wanting to take advantage of using Solaris and USD to drive the pipeline backbone and PDG for automation. The two roles we are currently interested in are: - Lighting artist with production experience using Arnold for Houdini. Solaris experience a bonus. - Pipeline oriented Houdini artist to help develop our Houdini/USD/PDG pipeline and integrate with our internal pipeline tools. We would also welcome very experienced supervisors that have run multiple shows using Houdini as the core DCC. To apply send an email to joinus@dupevfx.com
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I'm trying to figure out if a TOP's/PDG network can be made to keep alive while waiting for data from a database. Basically I want something like a while loop in python that keeps the TOP network waiting for new items to appear in the data base and then start processing once a new work_item is available. Is TOPs/PDG even meant for such a thing? Thanks! -Johan
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I made this HDA to streamline the process of versioning caches. It will automatically produce a file path and file name for your cache, and load it back in once it is exported. You can flip through different versions easily by using the version slider, or using the 'Create File Node for This Version' button and wiring the file nodes up to a switch node. You can write detail attribute strings to store notes about the cache such as simulation parameters - very useful when referring back to old sim caches. At the moment this is a non-commercial HDA. Download link down this page beneath the video. Get at me with thoughts, comments, questions etc. SOP_MI_version_filecache.hda
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Hey party people, Has anyone developed a solid worklflow for getting .sbsar files to work with redshift inside houdini? Did some research on it, but it seems like I am not the only one struggling with it! Excited for your opinions Cheers, Felix
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Hi guys, I'm currently experimenting with packages for setting up Houdini's environment variables. Is there a way to update the HOUDINI_PACKAGE_DIR while Houdini is already open or do the packages only get scanned during startup? It looks like the packages don't get processed if I just change the HOUDINI_PACKAGE_DIR from inside Houdini via hou.putenv() or hou.hscript('setenv …'). What I'm practically trying to do: I'd like to switch project specific packages with the corresponding env variables being updated when the user opens a file that's located in another project. I also actually don't want to relaunch Houdini. I guess another more basic way would be to just set all the variables being inside the package manually in the 456.py?! Thanks for your help! Michael
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Some strings in my CSV have white space (spacebar) and some have unusual characters that Windows and Houdini don't like, such as Å. In a TOPs network, how can I create an attribute `@cleanName` without these characters? ie: MY HÅT becomes MY_HAT Something like this, but dynamically. mystring.replace(" ", "_") If someone could help with the whitespace I can work out the rest. Thanks!
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Hey all, I'm trying to set the environment variable HOUDINI_USER_PREF_DIR - to a specific folder. I have other environment variables working perfectly, but I cannot get this one to work regardless of whether I use a windows environment variable or place this inside the Houdini.env, Everytime I open Houdini and check the shell using hconfig, it says my temp directory is set to the default directory, does anyone have any ideas? My only guess is this is being set elsewhere and their fore overriding my manually created env varaibles. (Ive checked spelling etc. and this is what my windows env variable looks like; name = ‘HOUDINI_USER_PREF_DIR’, value = ‘D:\Houdiniprefs’ ) Thanks Chris.
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- environment
- variables
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Hi, Is there any way to export from Houdini procedurally and working in Maya with that model, I heard that procedurally doing this way doesn't give any issues and works fast in Maya while working with large super sets or even smaller one... I wanted to model a super set in Houdini and import in Maya and shade, light it... Please text If you do any exports from Houdini to Maya...
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Hello folks, so, i have a bunch of houdini file with a top node at OBJ level, all file have the same structure and are in the same folder I would like to cook the TOP node from external, Python or another TOP graph. I tried in a background script to access with hou.node('/obj/topnet').parm('cookbutton').pressButton(), but it seems that doesn't cook anything Any idea ? Thanks in advance
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Hello folks, i'm reading a .json in TOPs, creating string attributes, and collecting. Now, i would like to read those attributes that i created in TOPs from SOP, i'm tryng with @myattr, and pdginput, but no luck. Basically it's the same situation described here: https://www.sidefx.com/forum/topic/66408/ Any idea ? Thanks in advance
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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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Hi everyone, I've been tasked to lay down a decent workflow pipeline plan for my team revolving around creating motion graphics or key visuals for advertising in houdini and I was hoping to find some help/suggestions for it. I chose houdini as the core element just to avoid extra plug-ins that from my experience were creating a wast amount of issues in the long run, but I feel I won't be able to do everything I need quick enough using it alone. My first idea was to get license for zbrush, substance and redshift to complement houdini, so basically it would be like this: start by modeling non procedural things in zbrush, texturing them in substance, animating everything in houdini and finally render in redshift. When I started testing the workflow, I immediately noticed that substance designer plugin is not compatible with latest versions of houdini and my biggest fear came back, since I was hopping to achieve something at least slightly more seamless. I am now considering making all maps and textures through photoshop and zbrush only, skipping substance altogether and sticking as much as possible to procedural shaders in houdini if I can produce them quick enough. Anyway, what kind of workflows do you guys have or recommend? Could you give me any tips on how I could make things go smoother and avoid unexpected compatibility issues? How was your experience using Substance painter or designer within the workflow so far? Cheers!
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My Effects Pipeline Destruction Constraint toolset Tree Rig Lib and much much more Viemo Playlist : https://vimeo.com/album/4484231 password : 6h45 please if you have any comments tell me !!
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Hey All! The first part of this tutorial has been available for almost a year now, but because of the sad news that hit CMI, I was unable to upload the 2nd "half" there. So instead I just made it available on Youtube for everyone, to make up for that I suppose. I'm considering putting the first part on there as well, if enough people want that. In this tutorial covers the following, using Houdini * Generating water meshes * Updating the terrain based on the water * Generate walking paths on the terrain * Create some basic instances * Build a flexible system using external files to place these instances. Built on Houdini 16.5, but should work on 16 too, or all the way back to H14 if you skip the heightfield part. Recommended specs: at least 16GB of RAM, reduce the terrain size if you have less. Disclaimer: Work files are as is, and do not contain the cached geometry to save on space, this may explain node errors on the various "File Cache" nodes. It does however also contain the work done in the first half of the tutorial, albeit mostly undocumented: https://tinyurl.com/y89egjvq Hopefully its of some use! Twan
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Hey there. I am trying to read a heightmap, do some changes to a specific area and then write it back out again. I am making it a specific area because an 8x8k heightfield seems a bit too heavy. Unfortunately, when trying to use a Composite COP Node to compose the changed area back on the original image, it leaves big black bars, freezes Houdini, or just instantly kills Houdini. On trying to export it all with the ROP File Output node, it just g ives a bake error. Could anyone have a quick peek and see if there is something obviously wrong with my setup? I imagine it is because I am new to the program and am doing something fundamentally wrong with the way I build graphs. The attached HDA needs a heightmap and that's about it. The Composite node is in [HDA]/TerrainTileOut/Output_Texture/ where it's the second last node. Thanks. Terrain_Spawner.hda
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- heightfield
- terrain
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I want to start working on a short film next month and my plan is to create as much of it as I can in Houdini. If my film has characters with, hair, and clothing dynamics, what is the best workflow to handle this? Is it possible to have all the dynamics inside the character asset with a switch that turns them on and off? like an animation mode, and then a simulation/rendering mode?
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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
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Hello hive mind! I'm looking for a better solution to saving out my flipbooks as .mp4s. Right now I have ffmpeg installed so I can go directly from mplay and save an .mp4, but I cannot figure out how to change the preset for the menu so that the default file name matches my naming convention. Which is really annoying. I'm looking for any of these solutions! 1) Does anyone know how to update this ffmpeg window with a custom string in the "Output File" field? 2) Does anyone know where mplay stores the tmp images, so I could grab them straight from there and go to ffmpeg from a shell? 3) Does anyone have a better solution for flipbooking? Thanks!
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- ffmpeg
- naming conventions
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Hey magicians, I'm working on a project with a client that involves some large simulations, around 400gb stuff, my internet connection isn't the best on my city (10mb down, 5mb up), so I wanted to ask what's the best pipeline in this cases. The client gave me the idea to save the sim in a hard drive, and send to them over fedex or something, so they got all the stuff within some days and they can render there. Another solution I think can work is using some service like Gridmarkets where I gave them the files and they render out. Any ideas will be more than welcome Thank you!
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Hi everyone, We're currently looking for a talented Pipeline TD and Pipeline Assistant to join us at our 80-seat facility in Bournemouth, UK. This is a fantastic opportunity to join a burgeoning pipeline team and make your mark on an exciting young VFX operation. We work across feature film, high-end TV and commercials simultaneously and have recently worked on Jurassic World 2, One Strange Rock, Electric Dreams and 47 Meters Down, to name a few. You'll find the individual job specs at outpostvx.co.uk/careers. CVs to talent@outpostvfx.co.uk please. UK-eligible applicants only. Thanks for reading!