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After more than 5 months of unimaginable amount of work, I am proud to release my first in-depth Houdini course on VEX More details in the video description and the website. Active Patreon members will receive additional discounts proportional to their lifetime support (25% of their lifetime support). Message me on Patreon for your discount coupon. Enjoy! 01 - Introduction [Point Clouds] 02 - Introduction [pcopen() vs pcfind() vs nearpoints()] 03 - Introduction 04 - Implementation 05 - pcfilter() Implementation for pcfind() 06 - pgfind() 07 - pcfind_radius() 08 - Excluding the Current Point & Ad-Hoc Groups 09 - Finding Min & Max Neighbour Points [Unique Pair Matching] 10 - Concept 11 - Implementation [Camera Based Occlusion with Variable Pscale] 12 - Concept 13 - Implementation [Uniform Point Distribution Over Polygonal Surfaces [Point Relaxation]] 14 - Concept 15 - Implementation 16 - Decoupling Operators [Convolution Kernels] 17 - Introduction 18 - Border Handling [Connectivity & k-Depth Point Neighbours Using Edges] 19 - Introduction 20 - Concept 21 - Implementation [Connectivity & k-Depth Point Neighbours Using Primitives] 22 - Concept 23 - Implementation [Extending k-Depth Point Neighbours Using Edges] 24 - Introduction 25 - Concept 26 - Implementation [Extending k-Depth Point Neighbours Using Primitives] 27 - Concept 28 - Implementation [smoothstep() [Cubic Hermite Interpolation]] 29 - Concept 30 - Implementation [Shaping Functions] 31 - Introduction 32 - Implementation 33 - Blurring Attributes [Sharpening Attributes Using Unsharp Mask] 34 - Concept 35 - Implementation [Generalizing the Kernel Code to Handle All Attribute Types] 36 - Concept 37 - Implementation [Attribute Gradient] 38 - Introduction 39 - Concept 40 - Implementation [Gradient Ascent & Descent] 41 - Planar Geometry - Introduction 42 - Planar Geometry - Concept 43 - Planar Geometry - Implementation 44 - 3D Geometry [Contour Lines] 45 - Introduction 46 - Concept 47 - Implementation 48 - Heightfields [Geometric Advection - Orthogonalization & Flowlines] 49 - Introduction 50 - Concept 51 - Implementation [Clustering & Quadtrees] 52 - Concept 53 - Implementation [Adaptive Subdivision] 54 - Introduction 55 - Implementation 56 - Hashing [Adaptive Subdivision] 57 - Improving OpenSubdiv Catmull-Clark Subdivision Surfaces Algorithm 58 - Half-Edges [Adaptive Subdivision] [Aggressive Performance Optimizations] 59 - Eliminating Groups 60 - Custom Fusing In VEX 61 - Recreating Proximity Structures In VEX 62 - Get Unshared Edges In VEX 63 - Final Optimizations [Limit Surface Sampling] 64 - Introduction 65 - OpenSubdiv Patches 66 - Moving Points to the Subdivision Limit Surface 67 - Scattering Points on the Subdivision Limit Surface 68 - Generating a Point Cloud on the Subdivision Limit Surface 69 - Pre-Generating a Point Cloud on the Subdivision Limit Surface 70 - Creating Isolines on the Subdivision Limit Surface [Adaptive Subdivision] 71 - Computing Surface Normals from the Subdivision Limit Surface [Custom Subdivision Surfaces] [Splitting Edges [Edge Divide]] 72 - Concept 73 - Converting Edges to Primitives 74 - Creating New Edge Points [Rebuilding Polygons] 75 - Concept 76 - Implementation 77 - Preserving & Interpolating Attributes 78 - Multithreading by Connectivity 79 - C++ vs VEX 80 - Preserving Groups 81 - Final Optimizations [Implementing Bilinear Subdivision] 82 - Introduction 83 - Concept 84 - Modeling Test Geometry 85 - Starting from Edge Divide 86 - Creating New Face Points 87 - Creating New Edge Points [Creating New Closed Polygons] 88 - Concept 89 - Implementation [Creating New Open Polygons] 90 - Concept 91 - Implementation 92 - Preserving Primitive Groups & Interpolating Primitive Attributes [Preserving Vertex Groups & Interpolating Vertex Attributes for Closed Polygons] 93 - Concept 94 - Implementation 95 - Preserving Vertex Groups & Interpolating Vertex Attributes for Open Polygons 96 - Implementing Iterations 97 - Preserving Literal Groups 98 - Creating Neighbour Primitives 99 - Final Changes 100 - Testing On Complex Geometry [Implementing Catmull-Clark Subdivision] 101 - Introduction [Closed Surfaces] 102 - Rules [Gathering Edge & Face Points] 103 - Concept 104 - Implementation [Computing Weights for New Edge Points] 105 - Concept 106 - Implementation [Computing Weights for Original Points] 107 - Concept 108 - Implementation [Attribute Interpolation] 109 - Concept 110 - Implementation [Boundary Interpolation Rules for New Edge Points] 111 - Concept 112 - Implementation [Boundary Interpolation Rules for Original Points] 113 - Concept 114 - Implementation 115 - Open Surfaces - Handling Corner Points 116 - Handling Non-Manifold Topology [Open Polygons] [Computing Weights for Original Points] 117 - Reverse Engineering OpenSubdiv 118 - Implementation [Computing Weights for New Edge Points] 119 - Reverse Engineering OpenSubdiv 120 - Implementation 121 - Handling Open Polygonal Curves [Handling Mixed Topology] 122 - Full Geometry 123 - Sub-Geometry 124 - Testing On Complex Geometry [Performance] 125 - Profiling [Grouping Boundary Edges from Primitive Group] 126 - Concept 127 - Implementation 128 - VEX vs C++ [Caustics] 129 - Introduction 130 - Sea Caustics 131 - Pool Caustics [Enhancing Gradient Ascent, Descent & Contour Lines] 132 - Introduction 133 - Implementation 134 - Tracing Both Directions [Updating Distances Properly] 135 - Concept 136 - Implementation 137 - Looping Streamlines Problem 138 - Adding Trace Parameter [Evenly Spaced Gradient Ascent, Descent & Contour Lines] 139 - Introduction 140 - White Paper 141 - Concept 142 - Constructing the For Loop Network 143 - Improving Seed Points Selection for Tighter Packing 144 - Implementing Separation [Enforcing Separation Using Self Proximity] 145 - Concept 146 - Implementation 147 - Optimization 148 - Final Tweak 149 - Applying to 3D Geometry [Custom Subdivision Surfaces] [Extreme Performance Optimizations] 150 - Introduction 151 - Establishing Baseline for Performance 152 - Updating Attribute Interpolate Nodes 153 - Interpolation vs Copying 154 - Optimizing Input Group 155 - Caching Geometry Data 156 - pointedge vs pointhedge 157 - Getting Primitives from Half Edges 158 - Eliminating Edge Groups 159 - Parallelizing Geometry Creation for New Primitives [Unrolling Loops] 160 - Parallelizing Geometry Creation for New Edge Primitives [Unrolling Loops] 161 - Finalizing the Network 162 - Performance Profiling the Latest Version 163 - Conclusion
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I managed to find some time to make this tutorial on building USD hierarchies in SOPs. I couldn't find many resources on things like setting pivots and altering transforms so once I figured it all out I thought I'd share the approach. Hope someone out there finds it useful.
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Hi Guys, I want to fracture this tower as attached to this post (Image) , at the beginning of the Glass fracture I've made a loop for each name primitive I want to know if is it okay. or are there the best solution? I if it's possible to just fracture one piece of glass and then propagation to the rest of the glass ?
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Hello Everybody! DIGIC PICTURES has some new job openings for FX Artist roles! FX Artist (staff - on site/remote): https://digicpictures.hrfelho.hu/job/30/effect-artist FX Artist (freelance - remote): https://digicpictures.hrfelho.hu/job/47/freelancer-effect-artist Come join us!
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El Ranchito is currently looking for a qualified Compositing TD to join us as soon as possible. Location: Madrid or Barcelona, preferably in-house. Primary responsibilities: · Support the Compositing Department. Work with the creative team to ensure shots can be delivered to the very highest standard. · Work closely with the Compositing Supervisors to develop Nuke templates, gizmos and tools to meet the project requirements. · Work with the RnD Department to help integrate the Compositing tools in the company pipeline. · Create and maintain documentation for the Compositing Department tools and workflows. · Work with the HOD and other departments' TDs (CG, FX, DMP, Editorial...) to create and maintain tools and procedures that improve the company's workflow. Requirements: · Proficient in Python 2/3. · Strong Nuke knowledge. Experience as a compositor is a plus. · Good understanding of the entire VFX pipeline from shooting to lighting and rendering, compositing, editorial, and DI. · Experience working with Nuke and Hiero APIs. · Experience with Windows OS. · Experience working with Shotgun and RV APIs is a plus. · Experience with source control systems such as Git or SVN is a plus. · Experience with Deadline Render Manager is a plus. · C++ Knowledge is a plus. · Fluent Spanish and English language skills, spoken and in writing · Eligible to work in Spain If you are interested, please fill up the recruiting questionnaire that you can find in our website and select “Apply for / Other / Compositing TD”. You can also send us your CV, link to your demoreel, availability and salary expectations to: cv@elranchito.es. Looking forward to meeting you!
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UPP a.s. is hiring! We are expanding our team of Technical Directors! Do you have a TD experience with any of these software platforms? Houdini, Maya, Nuke, Flame, DaVinchi Resolve, BaseLight? More info / To apply send an email to gabriela.kylisova@upp.cz
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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
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Hello peeps, I'm trying to do something relatively simple and I think this was asked before but so far I couldn't find the right answer or the right video with that info, so far. Somewhat easy question.... I have a custom point attribute created with a value @Cd from an "attribute from map" node placed up in the stream and I want to use this custom attribute to control a parameter, in this case "scale.y" of a geo copied on points. I remember watching one of Jeff Wagner's class sometime ago where he talks about attributes, attribute transfer and using attribute as parameter and on the ladder, he calls a custom attribute on a parameter by typing the custom attribute name in the parameter field, something like "@customattrib > 0.3" or something similar to this. Curiously, I remember thinking that that trick was neat because he didn't use the famous point() or detail() expressions in the parameter field to call the custom attribute inside the parameter. Very efficient way to use custom attributes...That said, does anyone knows the video where he talks about this or knows that correct syntax to call the custom attribute in the parameter field without using the point or detail expressions? Any help is greatly appreciated.
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Hi there, Swivet Studio is looking for some help on a short project. Essentially we need to create three animations of three varying but similar shapes. Each shape uses the same principle technique but should still feel unique. Essentially, imagine a round rubber phone cord that uncoils on itself to resolve in a straight cord. Please see below a very very rough concept. We are looking for something that has more life and realism to it. I guess most likely using vellum. We are only looking for the technical build as the rendering lighting etc will be handled on our end. We are based in Vancouver but remote work is ok. For more information on the project please get in touch at jobs@swivet.studio Please also include your folio/showreel, day rate, and location. Thank you RnD_01.mp4
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Hello, I have having trouble with a particle effect and I can't find anything on how I would achieve it. I have a rough idea of how it might work but my houdini knowledge and experience isn't good enough to actually do it. I am trying to create the effect of an illuminated object flying through a room full of particles, like dust in a warehouse. I want the particles to initially be invisible and only when the target object passes by for the particles to become visible and then begin to glow. So far I have a set up where the target object flys through the scene and collides with the particles. As it does this I have an Attribute transfer that gives me a field of influence that I want to drive the visibility of the particles. Does anyone now how I could do this? ParticlesTest_v032.hip
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Hi guys, I'm an FX TD looking for challenging VFX opportunities. Please take a look at my reel, and get in touch. Would love to discuss about prospective collaborations and/or full-time work. Comments, suggestions and critiques are most welcome and would help me improve the reel. Thanks.. Arunkumar arunkumar.subramanian@gmail.com
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TRIXTER Munich is currently looking to hire experienced Character FX TDs. Booking time: From As soon As Possible. Duration of the contract will depend on the project. Location: Munich Description: Under the supervision of the CG Supervisor, the Creature FX TD is responsible for providing a wide variety of dynamic simulations and rigs for photo-realistic creatures; including clothing, fur, hair, muscle and skin. Responsibilities: · Creation of fur, feathers and grooming for photo-realistic creatures · Develop simulation setups for photo-realistic creatures; including clothing, fur, hair, muscle and skin. · Involvement in the development of departmental tools and techniques · Regularly communicating with Production and Leads regarding schedules and deadlines · To be able to work with the visual effects supervisor, and the lead CG artist to determine the best creative approaches and techniques for all the different steps in a 3D production pipeline. · Be able to deliver work within established project targets and the high quality standards of the company. Requirements: · Minimum 5 years of experience in a CFX/FX role in a VFX studio · Previous experience on CG creature projects · Excellent knowledge of Maya · Excellent knowledge of Houdini · Experience in the following dynamic simulation: cloth, hair/fur, feathers, skin and muscle · Programming experience with Python, PySide, PyQt, VEX · Programming experience with C++ for Maya and Houdini plug-ins, an asset · Knowledge of 3D-related mathematics, an asset · Experience in creating rig simulations · Rigging skills and experience · Self-driven, good communicator, and a great-team player · Excellent organizational and communication skills · Work ethic focused on the dynamism and collaboration · Ability to perform multiple tasks set priorities and problem solving · Good communication, organizational, time management and interpersonal skills. · English language skills If your experience matches above description we are looking forward to hearing from you! Please send your CV and demo reel by email to jobs@trixter.de.
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TRIXTER Munich is currently looking to hire experienced Lead Houdini FX TD. The ideal candidate will show strong attention to detail backed up with excellent technical understanding and ability to achieve optimum results. Location: Munich Type of contract: Full-time, Long-term. Responsibilities: · Execute FX technique tasks using Houdini software. · Deliver all elements in a structured way that allows efficient integration into the pipeline. · Produce the final looks of FX sequences, including integration with other CG elements. · Work with production management to prioritize tasks. · Take responsibility, lead and support junior Artists. · Creatively solve problems and achieve art direction for a shot. · Troubleshoot and solve problems independently. Requirements: · Minimum 4+ years’ experiencein developing Special Effects in future film industry. · Expert knowledge of Houdini Software. · Proficient knowledge of FX techniques, workflow and software (FumeFX, RealFlow, Maya Particles, Studio Max) and/or 3D software package. · Proficiency with liquid simulations,destructions, explosions, trails, smoke and dust. · Strong understanding of motion, forces, fluid behaviours and particle dynamics. · Experience with live action/photo real a major plus. · Good knowledge of Photoshop and After Effects. · Good communication, organizational, time management and interpersonal skills. · English language skills Please send your CV, link to your daily rate and your earliest commencement date by email to jobs@trixter.de We are very much looking forward to meeting you! www.trixter.de
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TRIXTER is currently looking for a Senior Hair & Fur Groomer for our next feature film project to start as soon as possible. Location: Trixter Berlin or Munich, Germany Groom TD's are responsible for delivering high quality hair, fur, feathers and organic elements for our 3D characters and environments. Description: Grooming Hair/Fur styles for CG characters in Yeti to a photorealistic level of finish. Ability to light hair/fur assets in Arnold a major plus. Organic Modeling skills a major plus Requirements: Minimum of 3 years feature film or equivalent high-res (2K) experience Extensive production experience using Yeti for grooming Strong artistic and technical background Great communication and problem solving skills Ability to work well within a team Good English language skills EU citizenship or an existing German work permit. Please send your application with CV, link to your demoreel and earliest commencement by email to jobs@trixter.de We are very much looking forward to meeting you! www.trixter.de
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Hey all, I am an FX TD and artist currently looking for work in Canada, Europe or remotely. Email me at: grimaldi.diego@gmail.com This is my latest reel
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Hi everyone, We're urgently looking for a solid Pipeline TD to join our growing team in Bournemouth, UK. Must be eligible to work in the UK. Desired knowledge/expertise: Maya, Houdini, Redshift, Golaem Crowd, Python, Deadline, Windows and Linux, UI design, solving per show render and data-flow challenges, liaising with department heads. We are an 80-seat full service VFX studio working on film, TV and commercials. Recent projects include Life, 47 Meters Down, Philip K Dick's Electric Dreams and Nocturnal Animals. We are looking to expand even further over the coming months to accommodate a number of big shows that we've won recently. We operate a little differently to a lot of our contemporaries, putting staff treatment first and encouraging healthy work/life balance through 7-hour working days and discretionary overtime/TOIL for the odd occasion that deadlines stack up. We're five minutes away from the beach, too. If you get the chance, please check out what we've been up to at www.outpostvfx.co.uk! IF YOU'RE INTERESTED, PLEASE EMAIL US AT TALENT@OUTPOSTVFX.CO.UK. Can't wait to hear from you!
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Storm Studios (www.stormstudios.no) is looking for a senior or mid level Houdini FX TD. The timeline is early November to mid January. Apply at www.stormstudios.no/jobs or send an email to nordahl@stormstudios.no
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Interference Pattern in Edinburgh is looking for a Houdini Pipeline TD for a short-term role as we adopt Houdini as our primary FX, lighting & render software. We’re looking for someone to develop our pipeline, asset management and toolset. Our main softwares are Nuke, Maya, and Houdini, with Shotgun used for production management. We'd like to hear from people with experience in VFX or Animation who share our passion for Houdini. If you are interested please contact us at info@interferencepattern.com with the subject line “Pipeline TD”. Qualifications Min 1 year of experience as a pipeline TD Expert knowledge of Houdini Python scripting ability Excellent problem-solving skills Good interpersonal communication skills Bash/cshell/Linux knowledge Knowledge of render queuing software Understanding of relational databases and/or SQL Undergraduate or Graduate degree in Computing Science a plus Knowledge of Shotgun or asset management a plus Some knowledge of Maya and Nuke a plus C/C abilities a plus
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We are currently looking for an experienced 3D Pipeline TD to work with our crew at our Montreal studio. Our ideal candidate must have a good understanding of scripting languages including Python, the technical ability to help design and implement pipeline tools and a proactive approach to streamlining the 3D process. Our 3D Pipeline TD will also possess an expert level understanding of the VFX pipeline and great problem solving skills. Folks has built a solid reputation in the industry as an artist-driven boutique studio. We value detail-oriented design through teamwork and creativity. Our team is composed of some of the most talented artists and creative pros in the business. We are known for great storytelling through high-end visual effects. This is a full-time position available immediately. We offer a great work environment, salaries to match your skills and a comprehensive benefits package. If you think you’ve got what it takes to join Folks, please forward your resume to jobs@folksvfx.com to set-up an interview.
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Any good link to where i can find a tutorial where they are teaching how to make a tornado in houdini thanks!
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TRIXTER Film is currently looking for a Senior Houdini FX TD, to start as soon as possible. Project: Feature film from Marvel Location: Munich, Germany Duration of the contract: Long-term contract Primary responsibilities: • Create convincing, realistic FX solutions and simulations (particles, cloth, fur) • Deliver all elements in a structured way that allows efficient integration into the pipeline • Work with other departments (animation, rendering and compositing) to find feasible concepts for the challenges at hand Requirements: • Minimum of 2 years feature film experience • Detailed knowledge of Houdini • Good communication skills and team orientation required to make and incorporate suggestions to and from other members of the VFX team • Good English language skills • EU citizenship or an existing German work permit If your experience match above description we are looking forward to hearing from you! Please send your demo reel, resume and your availability by email to jobs@trixter.de Trixter | Recruitment Team www.trixter.de
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Hi, Animal Logic are on the lookout for a few Houdini technical TD's for our FX department in Sydney if you or anyone you know fits the following criteria please contact myself or our recruiters at Animal Logic Sydney (link below) Criteria: - Strong technical skills (Vex/Python/Hscript) - Likes building tools and creating digital assets - Production experience ( maybe wishing to switch from shot work to pipeline/development ) - likes sunshine, beautiful beaches, not adverse to a barbecue or the sound of a welcoming 'G'day mate' Just to clarify the roles are not for our RnD department, your part of the FX crew - just specialising in more technical stuff Link: http://www.animallogic.com/careers/jobs ( Sydney: FX TD – Animated and VFX Features ) thanks Miles
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TRIXTER Film (Munich) is urgently looking for FX TDs to join our team as soon as possible and work at least until mid of April 2016. Very well known feature film project! Primary Responsibilities: Create convincing, realistic FX solutions and sulations (particles, cloth, fur, explosions, etc) Deliver all elements in a structured way that allows efficient integration into the pipeline Work with other departments (animation, rendering and compositing) to find feasible concepts for the challenges at hand Requirements: Minimum of 2 years feature film experience Professional knowledge of HOUDINI. Good communication skills and team orientation required to make and incorporate suggestions to and from other members of the VFX team Good English language skills EU citizenship or an existing German work permit To apply, please send us your CV, link to your demo reel and daily rate to: laila.sleiman@trixter.de Thank you, Laila Sleiman VFX Recruiter at TRIXTER Film GmbH http://www.trixter.de
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TRIXTER Film is currently looking for a Pipeline TD to join our team as soon as possible. Long-term contract of minimum 1 year. Location: Munich, Germany. Responsibilities: • Writing pipeline tools and further developing the pipeline • Working in collaboration with the Supervisors and end users to determine the best solutions • Assists artists and other technical directors in the use and understanding of the pipeline and software architecture • Ongoing research to recommend improvements to workflows in order to improve productivity or communication • Maintaining of tools including troubleshooting and optimization • Detect failures in the Pipeline, propose solutions, and communicate this changes to the development team • Thorough documentation of all development and updating as necessary Requirements: • Programming proficiency in Python, Qt (PySide / PyQt). C/C++ is a plus • Proficiency in developing for Linux. • Knowledge of source code management as Git • In depth knowledge of Maya, Nuke, Mari, Houdini, Katana, Arnold. • Understanding principles of animation and VFX production pipelines. • Ability to prioritize production tasks in a frequently-changing environment • Ability to work self-reliable in diverse types of different projects • Excellent communication, collaboration and problem solving skills required • Good English language skills Although we're always happy to get to know international talents, due to the immediate need and short term nature of our current projects we are only able to consider applicants who are already eligible to work in Europe. To apply, please send us your CV and salary expectations to: jobs@trixter.de
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TRIXTER Film is currently looking for a VFX Pipeline Engineer / Developer to join our team as soon as possible. Long-term contract of minimum 1 year. Location: Munich, Germany. Responsibilities: • Collaborate in the Design, development and support of the production pipeline • Continuously improve the user experience and performance of our pipeline • Collaborate with other engineers to form a highly productive team • Ongoing research to recommend improvements to workflows in order to improve productivity or communication • Detect failures in the Pipeline, propose solutions, and communicate this changes to the development team • Thorough documentation of all development and updating as necessary Requirements: • Programming proficiency in C/C++, Python, Qt (PySide / PyQt). • Proficiency in developing for Linux. • Experience in assisting with architecture and designing pipelines for both off-the-shelf and custom packages. • In depth knowledge of source code management (Git) and maintaining large codebases • Strong knowledge developing for Maya (Houdini, Nuke is a plus) • Understanding principles of animation and VFX production pipelines. • Ability to prioritize production tasks in a frequently-changing environment • Ability to work self-reliable in diverse types of different projects • Excellent communication, collaboration and problem solving skills required • Good English language skills Although we're always happy to get to know international talents, due to the immediate need and short term nature of our current projects we are only able to consider applicants who are already eligible to work in Europe. To apply, please send us your CV and salary expectations to: jobs@trixter.de