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These are some basic ideas that I used when creating the Saliva for movies like Hellboy (2019) and Manikarnika: Queen of Jhansi (2019). The main goal was to be able to Art Direct everything anytime as there were over 14 shots where the Supervisor and Director had very specific notes. Visit my blog for more articles on Houdini Blog: https://sharanvaswani93.wixsite.com/s... Email: sharan.vaswani93@gmail.com
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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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Hi, Skrice is looking for a Lead VFX Artist | Game Asset Supervisor | Lead Concept Environment for www.mavia.com. Please email me at jericte.va@gmail.com with your portfolio so I can send the job description. All the best, Jeric Te
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- technical artist
- nft
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We are producing 5 hours long web series, integrating live shoot with 3d virtual production. Our film division consists of researchers and artists. We are looking for a competent and passionate Vfx trainer and consultant to: Train our team in Houdini Remain engaged with our researchers and artists team to troubleshoot as and when problems are faced. Guide us by bringing your experience to enhance our film user experience. Duration: To be determined together Location: Remote training and open for visiting if required Reach Out at lipika.jain@nvlife.net ABOUT US We solve problems. We classify all human problems into three categories. We call them suffering. 1. Distress- Emotional body issues 2. Mental Disorder- Mental body issues 3. Disease- Physical body issues We are a 12-year-old deep research-based organization that has been converging ancient wisdom and science to bring out solutions to reverse any form of suffering humanity faces. Our research led us to write the book and that led us to start online courseware during the pandemic. In the process, we produced more than 10,000 hours of content and continue to create more. We are now moving up from being researchers, writers, teachers to storytellers where we are producing films and web series based on our content to reach every household as per our vision. For our transformative journey from researchers to storytellers, we are expanding and looking for an ecosystem of artists who can transform our vision into a visual and audio appealing story in a simple manner while it reveals the deepest of the secrets that trouble humanity on a daily basis.
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- houdini
- programming
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We are producing 5 hours long web series, integrating live shoot with 3d virtual production. Our film division consists of researchers and artists. We are looking for a competent and passionate Vfx trainer and consultant to: Train our team in Houdini Remain engaged with our researchers and artists team to troubleshoot as and when problems are faced. Guide us by bringing your experience to enhance our film user experience. Duration: To be determined together Location: Remote training and open for visiting if required Reach Out at lipika.jain@nvlife.net ABOUT US We solve problems. We classify all human problems into three categories. We call them suffering. 1. Distress- Emotional body issues 2. Mental Disorder- Mental body issues 3. Disease- Physical body issues We are a 12-year-old deep research-based organization that has been converging ancient wisdom and science to bring out solutions to reverse any form of suffering humanity faces. Our research led us to write the book and that led us to start online courseware during the pandemic. In the process, we produced more than 10,000 hours of content and continue to create more. We are now moving up from being researchers, writers, teachers to storytellers where we are producing films and web series based on our content to reach every household as per our vision. For our transformative journey from researchers to storytellers, we are expanding and looking for an ecosystem of artists who can transform our vision into a visual and audio appealing story in a simple manner while it reveals the deepest of the secrets that trouble humanity on a daily basis.
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"Loops" is my latest Houdini.School class covering process loops like for, for-each, while and do/while loops. I'll illustrate numerous examples that will focus on SOPs, VOPs, VEX, COPs, and LOPs. Learn more about the class and enroll here: https://www.houdini.school/courses/hs-231-loops
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http://www.patreon.com/posts/31506335 Carves out polygons using a point attribute with the ability to define the carve values per primitive using primitive attributes. Pure VEX implementation, 10x faster than the default Carve SOP (compiled). It preserves all available attributes. It supports both open and closed polygons.
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- procedural
- fx
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I'm having a bit of trouble with the diplacement working from the ocean flattank_fluid_extended node. I got the volumetric fluid to extend, but getting the displacement effect is giving me some trouble. I'm trying to get the volumetric fluid to follow the extended fluid plane's displacement, but it doesn't seem to follow when I point it to the /obj/flattank_fluid_extended/RENDER vs. the /obj/flattank_fluid/RENDER. What is missing in the extended node that doesn't give the volume the proper displacement? Thanks. This is a bit of a new system, so I'm a bit lost in the woods. The surface is working great, though, and I really love the new system.
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RVX is #hiring ! We are looking for some talented people to join our team We have some really exciting projects coming up in the next months. We also welcome remote applications from artists residing in europe. We are looking for: Senior/mid FX artists www.rvx.is/jobs #compositing #vfx #cgartist #team #dmp #visualeffects #fx #fxartist
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Avaliable from October 2022 to May 2023. Located in the Los Angeles / Burbank area or any remote opportunities. You can contact me on my website or email me for business inquiries. Website: http://ogvfx.com/ Email: christianolangeddes@gmail.com
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For an upcoming project, starting somewhere next week I need the assistance of a Houdini Particle specialist to set up some scenes with dynamic, impressive and colourful particle fields with turbulence and different looks in a way that I will be able to continue from there. During the project (approx. 5 weeks) I might need some online assistance as well. I've been working with particles in Houdini before, but it was quite a while ago. If you are interested I can send you some links with what I created earlier and what should be created for this project. Of course I have a budget available for your assistance.
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El Ranchito is currently looking for a qualified VFX Production Coordinator join us at our Madrid facility. Type of contract: Full-time. Long-term. Primary responsibilities: · Responsible for setting up, maintaining and wrapping up a project in close collaboration with the VFX Producer and VFX Supervisor · Organising and attending daily reviews · Assessing the progression of established project plans · Keeping the production database up to date · Serving as organisational contact for clients and preparing client approval session · Running submissions and deliveries Regular administrative duties in the office Requirements: · Proven experience of coordinating CG feature film projects in an established VFX facility · Knowledge of CG production pipelines and post production in general is crucial · Outstanding organisational skills · Ability to establish priorities and multi-task efficiently within a high-pressure environment · Able to communicate effectively across multiple teams · Fluent Spanish and English language skills, spoken and in writing · Proficient in MS Office · Good knowledge of Shotgrid is a plus · Experience with current image and video formats · Apt to handle sensitive data with diligence · Ability and motivation to quickly learn new software · Eligible to work in Spain To fill up the recruiting questionnaire, please select Apply for / Other / VFX Production Coordinator” at https://www.elranchito.es/es/empleo/
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Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://github.com/LucaScheller/VFX-LYNX/projects/1 So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website, including full release logs: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
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El Ranchito is currently looking for a qualified Mid/Senior FX TDs to join us as soon as possible. Location: El Ranchito Madrid or 100% remote Type of contract: Long-term, to start as soon as possible. Primary responsibilities: · Working closely with the FX Supervisor 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. · Familiarity with one or more coding /scripting languages (VEX/Python/etc…) · Good knowledge of NUKE and/or other compositing package. · Good communication, organizational, time management and interpersonal skills. · Eligible to work in Spain. If you are interested, fill up the recruiting questionnaire that you can find in our website, and please select Apply for / 3D FX. You can also send us your CV, link to our demoreel and availability to cv@elranchito.es.
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El Ranchito is currently looking for a qualified Mid/Senior FX TDs to join us as soon as possible. Location: 100% remote or hibrid Type of contract: Long-term, to start as soon as possible. Primary responsibilities: Working closely with the FX Supervisor 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. Familiarity with one or more coding /scripting languages (VEX/Python/etc…) Good knowledge of NUKE and/or other compositing package. Good communication, organizational, time management and interpersonal skills. Eligible to work in Spain. If you are interested, fill up the recruiting questionnaire that you can find in our website, and please select Apply for / 3D FX. You can also send us your CV, link to our demoreel and availability to cv@elranchito.es.
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Hi there, I have been putting together a podcast with fellow artist Kofi. Last week I caught up with Arpita Venugopal who's Head of FX at One of Us. She's a great Houdini Artist and manager so I thought her interview might be of interest to people here. There are lots of different artists and filmmakers on the podcast so they might all be of some interest but this one should be really useful for FXTDs whether looking for a job or thinking if moving up to running a team Cheers, Daniel https://www.thevfxartistspodcast.com/how-vfx-changes-your-view-of-the-world-with-arpita-venugopal-head-of-fx-at-one-of-us
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- simulation
- interview
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Hi, my name is Pavel, I'm a multidisciplinary digital artist. I have extensive experience in creating high-quality visual digital content of any complexity, from developing a logo, banner, or landing page to creating a 3D visualization or product animation. I use Cinema 4D, Zbrush, TouchDesigner, Houdini FX, Adobe CC, Octane render, and other tools. I offer assistance in achieving goals, an individual approach, and a wide range of services in one place. Email me (info.pavel.kazlou@gmail.com) and we find the best options for Your Business! https://www.generative.pl/ https://www.behance.net/Pavel_Kazlou https://vimeo.com/user138639341 https://www.linkedin.com/in/PavelKazlou/ Best regards, Pavel
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- nft
- generative
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El Ranchito is currently looking for a qualified Unreal Engine Technical Artist to join us at our Madrid facility. As a Technical Artist for our Virtual Production team, you will be working closely with our team of specialists to help to support the film making process to become more dynamic and versatile where educated decisions can be made upfront, improving the overall creative experience. You will be using a variety of tools, software and hardware to deliver creative solutions on set with the director and crew as they film. Primary responsibilities: • Bring to screen imaginery generated with Unreal Engine, both in real time or offlined, both direct to camera or composition oriented, with photorealistic quality. Requirements: • At least 3 years working in industry with blueprints/Unreal Engine • Strong knowledge of 3D asset creation in Maya or 3DsMax and motion builder with Unreal Engine, as well as character/camera animation and game and/or vfx pipelines • Solid understanding of workflows inside UE4, including knowledge of lighting, particle systems, post-processes, material setup and optimization • Knowledge of Houdini Engine conection with UE as well as Houdini Enviroment/Terrain Tools is a huge plus. • Must be efficient, reliable, self-motivated and passionate about your work, requiring minimal supervision • Strong problem-solving skills and ability to troubleshoot In-engine and with hardware e.g. VR headsets or trackers • Experience working with photogrammetric Modeling • Ability and motivation to quickly learn new software • Fluent Spanish and/or 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 / Unreal Engine Technical Artist”. You can also send us your CV to cv@elranchito.es
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Hi all, As some of you may know I have recently started a youtube channel where I am sharing some techniques, setups and tips. My goal is to first cover some of the fundamental tools/setups and then build more elaborate setups. I wanted to share this with the odforce community too as this community will always have a special place in my heart :). Thank you for watching & have fun learning! The channel: https://www.youtube.com/channel/UCZMPkkgnAFghvffxaTh6CsA My first video:
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Hi Everyone; My name is Tim, long time odforcer , houdini user ,born as an artist will die as an artist. Right now I am working as head of FX and CFX departments in Canada for Mr.X . In case you haven't heard of us visit our web-page.(Link Below) https://www.mrxfx.com/ I am looking to strengthen my team in Toronto, for our upcoming shows. So I am looking for mid to senior FX and CFX Artists ,TDs and Leads. We are offering at least a year long contract for suitable candidates. If you think you are a suitable candidate please send me an email at timucin.ozger@mrxfx.com with below information. Title: FX Candidate / CFX Candidate / Lead FX or Lead CFX Content: Link to a reel A possible start date Position Intended This position is not for remote work. Relocation is required. Thanks for reading.
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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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Tomorrow, Wednesday October 20th at 4:00pm CDT Vertex School is hosting a free live Houdini FX and Redshift webinar with Lead FX Technical Director Keith Kamholz. It should be a very informational webinar and Keith will be doing a live demo! There will be a replay available to those who register: https://www.vertexschool.com/pl/2147535829
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Tomorrow, Wednesday October 20th at 4:00pm CDT Vertex School is hosting a free live Houdini FX and Redshift webinar with Lead FX Technical Director Keith Kamholz. It should be a very informational webinar and Keith will be doing a live demo! There will be a replay available to those who register: https://www.vertexschool.com/pl/2147535829
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El Ranchito is currently looking for a qualified Senior DMP Artist to join our team as soon as possible. Type of contract: Full-time. Long-term. Responsibilities: · Creating photo-realistic digital matte paintings and environments for feature films · Assisting and developing the look of a shot or sequence with the supervision team · Work alongside the production team to establish schedules and technical requirements · Works in partnership with shader developer’s, lighters and compositors to ensure shots are delivered to the very highest standard. Requirements: · Minimum 4 years of experience in a DMP Artist role in a VFX studio · Ability to demonstrate proficiency in creating photo-realistic DMPs required · Photoshop CS and a good working knowledge of professional 3D software (e.g. Maya) · Good working knowledge of 2.5D projection (e.g. Nuke) · Good team player · Great communication and problem solving skills · Able to communicate effectively across multiple teams · Fluent Spanish and English language skills, spoken and in writing · Eligible to work in Spain If you are interested, fill up the recruiting questionnaire, and please select Apply for / Other / Senior DMP”: https://www.elranchito.es/es/empleo/
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El Ranchito is currently looking for a qualified VFX Nuke Compositing Teacher (Nuke) to join us as soon as possible in order to create and teach vfx courses to our team. Description: The VFX Compositing Teacher will create, distribute and teach vfx courses to our artistic team. This person will collaborate with the Human Resources department on the creation of a training department at El Ranchito. This person will also collaborate with the Heads of each departments to create the content of the courses depending on the needs of our team. Duties and Responsibilities: Preparing course outline and monitoring and mentoring students. Adjusting the courses to suit the needs of our team. Set your own hours while you help students learn the subjects you love to teach. Qualifications: Excellent knowledge of Nuke. The ability to teach and manage course content. Deep knowledge of VFX compositing theory: Compositing Pipeline, Colour Spaces, Keying, Lighting, 3d Integration, QC, Rotoscoping.The ideal candidate should have deep understanding of vfx production workflows. Prove professional experience in teaching 2D and professional relationship with VFX and/or Animation companies. Excellent communication skills and ability to creating learning materials. Experience in production of VFX and meeting schedules. Strong understanding of the vfx pipeline. Python scripting knowledge is a plus. Fluent Spanish OR English language skills, spoken and written. Eligible to work in Spain. If you are interested, fill up the recruiting questionnaire, please select Apply for / VFX Compositing teacher”: https://www.elranchito.es/recruitment-2/vfx-compositing-teacher/