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Found 12 results

  1. Hi, I have a problem with running Houdini since I have my new computer. I already contacted support but could't figure out the problem yet. I hope somebody met with this problem or have some idea for a solution. So houdini is crashing after a few second, I cannot do anything with it. I made some test, seems like it crashing mostly when I press tab and start writing a node. any node. When I just open it it doesn't die instantly, but as soon as I try to do something it just crashes. Doesnt matter if I open a clean scene or open a scene I already have. Recently I got the following error message: 6440: Fatal error: segmentation fault. But in the past sometimes it was just quiting without any message. I had the smae problem since I have this laptop, with H 16.5, but somewhy one of the daily built was kind of working, crashing less frequently, but since H 17 came out I tried that, and it do the same thing. I tried the following things: Reinstalled Houdini many times, different versions, different drives, tried it all. Checked and updated videocard drivers, windows updates the latest (win 10, NOT developer/insider version), cleared registry. Checked Rams, videocard with stress test. and anyway all of the other software running without problem. Also tried turn off every other sofware while running houdini but its all the same. The laptop: MSI laptop with 6core i8, 32gb ram, geforce 1070. So that shouldnt be the problem. I clueless now, I have this problem since months. I would really appreciate any help. Thanks!
  2. Hey everyone, I'm starting my houdini journey because the company I'm going to intern at in the summer does a lot of houdini stuff. I don't want to be left in the dark, so I'm studying on my own for now. When I was at the company in question, last time, someone showed me a way to use a volume from a mesh (he used the test_rubbertoy geo) to get a intersection plane without using boolean. I remember he used some wranglers, and ended up with a grid with color data which he used to delete the unnessecary parts outside the colored intersection area. Then he somehow turned the mesh into a isosurface, to smooth it out. I've been trying this for some time now and I can't for the life of me figure out how he did it. I've had two nearly succesful attempts, one where I used the Intersection Analysis to get the intersection between a grid and the (rubbertoy -> vdb -> vdb to poly (to fuse seperate meshes together)), then filled the edges I got from that, and then remeshed, which admittedly gets me at least a flat intersection plane. One major problem is that this approach makes the normals of the resulting mesh flip upside down randomly everytime I move the intersecting mesh, which is a pain if you'd want to use it for particles or something. I tried using a wrangle to copy the point normals of the nearest points to the points of the remesh, but I haven't had much luck with that. The other thing is that since the Intersection Analysis only returns edges, the shape of the surface is not taken into account, above method only returns planes and distorted planes on surfaces. The other one I used a attribute transfer with a (mesh -> vdb fog -> wrangle to fit density to 1 everywhere -> scatter -> color {1,0,0}) to project red points from the point cloud to a grid surface, which works, but VERY slowly. one bonus with this technique is that you can blur the resulting "intersection" but its way too slow. So, what I've been thinking is this: A VBD is basically a point cloud, so there needs to be a way to compare mesh points to the points in the volume, and assign a color to those points that are close to points on the geo. I remember said someone doing something like that with a pcopen, but I don't really understand how. I think I get the method, but if someone knows something better, please say so. I've been struggling with this for a couple of weeks now. I strive to be more than a shelf tool user, at the least. Thanks in advance, sasbom
  3. 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
  4. Character FX Artist - Trixter Munich

    TRIXTER Munich is currently looking to hire an experienced Character FX TD Booking time: From As soon As Possible. 6-12 months contract. 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. Trixter | Recruitment Team
  5. Houdini FX TDs - Trixter

    TRIXTER Munich & Berlin are currently looking to hire experienced Senior Houdini FX TDs to start as soon as possible. Location: Munich or Berlin, Germany Responsibilities: Working closely with VFX Supervisors to creatively solve effects challenges and develop final shot look Deliver all elements in a structured way that allows efficient integration into the pipeline. Working with other TD's and artists to create photo-real effects and physically accurate simulations Working with production management to prioritize tasks. Creatively solve problems and achieve art direction for a shot. Anticipate, communicate and troubleshoot any creative and/or technical problems Requirements: Minimum 4+ years experience in the feature movie and/or television industry. Expert working knowledge of Houdini Software. Experience with rigid body and particle dynamics, volume modelling and rendering, procedural geometry generation and fluid dynamics Proficient knowledge of FX techniques and workflows. Understanding of Linux/Unix based operating systems. Familiarity with one or more coding /scripting languages (Python/Mel/etc) Good knowledge of NUKE and/or other compositing package. 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, link to your demo reel and availability by email to laila.sleiman@trixter.de and/or jobs@trixter.de. Trixter | Recruitment Team www.trixter.de
  6. Pipeline TD needed - TRIXTER

    TRIXTER is currently looking for a Junior Pipeline TD to complete our Pipeline team. Long-term contract. Location: Berlin/Munich, Germany. Responsibilities: · Respond to incoming support issues and clearly document solutions · Maintain and support custom tools across the whole Visual Effects process · Troubleshoot and analyze software/process failures · Design and implement solutions for on-going production needs Requirements: · EU Citizenship or valid German work visa · Proficiency in Python · Understanding of Linux operating system · Experience with version control systems like Git, Subversion, Mercurial. · Exposure to VFX software like Maya, Houdini, Nuke or Katana is a must. · Good English language skills. Desirable Skills: · Capable in other languages; C/C++, TCL, Javascript · Experience with GUI programming (Qt, Tk, wxWidgets) · Strong math skills (mostly linear algebra and trigonometry) · Understanding of computer graphics languages; (OpenGL, Cuda, WebGL, …) To apply please send you CV, availability and salary requirements to jobs@trixter.de
  7. Houdini FX TDs - Trixter Munich

    TRIXTER Munich is currently looking for experienced Mid & Senior Houdini FX TDs. Location: Munich Project: "Thor: Ragnarok" Type of contract: Freelance. From as soon as possible until end of September with option to extend in other projects. Responsibilities: Working closely with VFX Supervisors to creatively solve effects challenges and develop final shot look Deliver all elements in a structured way that allows efficient integration into the pipeline. Working with other TD's and artists to create photo-real effects and physically accurate simulations Working with production management to prioritize tasks. Creatively solve problems and achieve art direction for a shot. Anticipate, communicate and troubleshoot any creative and/or technical problems Requirements: Minimum 3+ years experience in the feature movie and/or television industry. Expert working knowledge of Houdini Software. Experience with rigid body and particle dynamics, volume modelling and rendering, procedural geometry generation and fluid dynamics Proficient knowledge of FX techniques and workflows. Understanding of Linux/Unix based operating systems. Familiarity with one or more coding /scripting languages (Python/Mel/etc) Good communication, organizational, time management and interpersonal skills. English language skills Due to the immediate need of our current project, we are only able to consider applicants who are already eligible to work in Europe. We are very much looking forward to receiving your application! Please send us your CV, the earliest commencement date and daily rate to laila.sleiman@trixter.de Thank you so much!
  8. I've run into this issue a few times now. I have a shader that generates several output variables for extra image planes. The variables that are generated would be really useful in SOPs. The only thing I can think of that would allow me to run the same calculation on each point, is to collapse the SHOP network into an OTL that I could also exist inside a VOP. But the parameters are being driven on the shader and it seems a bit messy to channel reference all the ramps and other parameters. Is there some way to apply the shop_materialpath and then compute and export a variable on a per point basis? Thanks!
  9. Junior FX TD / ATD

    Hi all, I am currently looking for a position as Junior FX TD / ATD (Assistant Technical Director) - either or a combination of both. Preferably in the London area but I am interested to hear about other locations as well. I have MA degrees in Game Art and Digital Effects (Bournemouth University NCCA), as well as a combined 2,5 years of work experience in the Game and VFX industries. Aside from my FX work I have been in ATD training at Double Negative Visual Effects in London, which I have successfully completed. This covered artist workflows for matchmove, layout, animation, fx and lighting, as well as the proprietary publishing system, disk cleanup, render wrangling, artist support, and python development for show artist tool creation using internal APIs. Within python development specifically, we covered python, PyQT, as well as code management and deployment using Git, Stash and Jenkins. I built a number of small tools for Maya, Houdini and Linux as per training, as well as automation scripts to decrease workload. Please contact me via e-mail should you wish to get in touch about possible opportunities: timothystam@hotmail.com My portfolio (with resume) and showreel can be found here: portfolio: www.timothystam.com showreel:
  10. CG Workshop - Intro To Houdini 14

    Hey Everyone, CG Workshop is currently enrolling for the Intro To Houdini 14 course. I will cover a variety of material and get into many technical low level concepts, such as the math, geometry, and trigonometry involved in gaining complete control over an effect. When it comes to making great FX, there aren't any push-­button solutions. This course helps to lay that groundwork to understand what is going on under the 'hood'. I will take you step-­by-­step through the construction using production techniques in Houdini, right from looking at the UI and procedural modeling in Week 1, and eventually on to particles, grains and fluids. We will cover methods that give complete control when you're procedurally fracturing geometry, creating dust and debris, dissolving effects, as well as procedural animation and modeling, to name a few. http://training.cgsociety.org/course/introduction-to-fx-using-houdini Check it out and let me know if you have any questions! Spencer
  11. Toonbox Entertainment is seeking the following TD positions: Pipeline / Generalist TD Show TD Generalist Programmer VFX TD Pipeline / Generalist TD A Technical Director (TD) provides critical support to a production's artists, team leads and supervisors. A TD will design, develop, implement and maintain new tools and processes for a particular project or department. As well, during production a TD will troubleshoot and resolve technical issues as needed to keep production moving forward. Additionally, a TD may be tasked with shot production work when needed and where the shot work appropriately matches the skill set of the TD. Show TD A Show TD provides critical support to a production's artists, team leads and supervisors. A Show TD will support and help maintain new tools and processes for a particular project. During production, a show TD will troubleshoot and resolve technical issues to keep production moving forward. Additionally, a Show TD may be tasked with shot production work when needed and where the shot work appropriately matches the skill set of the TD. VFX TD The VFX Developer is responsible for creating new, powerful tools or augmenting existing ones with innovative features that allow other studio artists or developers – whether fellow VFX crew, TD staff, technical animators, lighters or anyone else – to execute CG visual effects that support the styles and narratives of the stereoscopic films currently in production. Collaboration with all other crew members during design, development and production duties is critical. The collective goal is to generate exciting visuals using powerful and efficient tools and workflows. Requirements: · Experience working with and building tools for Maya, Houdini or any other production modeling, animation or effects software; also, exposure to Yeti or another fur and hair system is a plus. · Strong programming skills, including proficiency in Python, PyQt, MEL, and Linux shell scripting; C++ or C are a plus. · Production experience in computer animation, visual effects or game development. · Strong R&D experience in artist tool development and toolset integration within existing or new pipelines; a proficiency in mathematics is a definite asset. · Experience with Nuke, Fusion or other compositing software. · Experience with Renderman, 3Delight or other Renderman compliant renderers. · Experience with Tractor, Deadline, Qube or other render farm management software. · Experience with software version control systems like Mercurial, SVN, Git or other similar structures. · Ability to establish priorities, work independently or within a group, and work with minimal supervision. · Exceptional communication skills in dealing with both technical and artistic groups and individuals. · Exceptional trouble-shooting and problem solving skills. Education: · B.S. or M.S. in Computer Science, Engineering (or equivalent) is preferred. Other Desired Skills: · A strong combined technical and creative background with in-depth knowledge of current 2D and 3D computer graphics techniques as they are used in the feature film and media production industries. · A professional history of collaboration on projects with teams of varied sizes and disciplines. · RI filtering experience with Renderman compliant renderers. · UI development experience with PyQt or wxPython.
  12. ToonBox Entertainment is looking for Lighting Technical Directors to start as soon as possible! We are searching for talented individuals who will bring ingenuity and experience to the company as well as work seamlessly with over 100 other people on various projects. On our site you will find all you need to educate yourself about ToonBox Entertainment and the projects we have put out and are working on right at this moment. At ToonBox, you'll also work with stereoscopic and 3D technology, utilize top notch programs in a professional setting and work alongside some of the best and brightest in the industry. http://www.toonboxent.com/careers/lighting-composite-department/lighting-technical-director-td/ If you feel you are right for this job then do not hesitate to contact us, as we will be filling these positions as fast as possible, and we don’t know you exist until you contact us. Send all resumes/applications to: Attention: ToonBox Careers ToonBox Entertainment Ltd. 26 Richardson Street Toronto, Ontario Canada M5A 4J9 OR Submit by email to: careers@toonboxent.com -ToonBox Entertainment.
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