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Found 158 results

  1. FFX Align To Curve

    FFX Align To Curve HDA FFX Align To Curve brings a faster system for customizing orientation of geometry along the length of a curve. Working with point data directly, a user is easlily able to develop in realtime their desired orientation data. A clear adjustable guide system shows exactly which direction your geometry will orient towards once copied onto the processed points. Scaleable arrows reveal the primary tangentu orientation and travel direction along the curve. Auxillary normal and bitangent markers reveal the other axis orientations. Features include: - Guide scaling, opacity, and color. - Offset parameter to slide points along curve. - Reversible orientation direction - Roll, Pitch, and Yaw controls that can be varied over the length of curve. - Pscale (scale) point attribute that can be randomized and varied over the length of curve. - Cd (color) point attribute that can be varied over the length of curve. - Separate head and tail point breakout to allow for unique geometry from the main curve. - Plus other adjustment, and output options. Video Tutorial: https://vimeo.com/478682335 For more information please visit https://fendrafx.com
  2. Idea VFX pipeline for Houdini

    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.
  3. I'm having different results in my simulations using packed rbds connected only to a bullet solver vs when using a POP source to emit the rbd packed object into a popsolver/bulletsolver multisolver. The bulletsolver alone is giving me the expected results... I've seen some tutorials and tips by artists that recommend the multisolver approach, because it allows control of the RBD sim using pop forces and wrangles, and thats why I'm asking this. bullet_solver.mp4 rbd_multisolver.mp4
  4. When you have complex ocean spectra layered together using masks with varying speeds, and even animated timescales, retiming them while keeping the same approved look becomes a technical challenge. In this lesson you will see how to achieve this as a procedural post-retime operation, without having to modify any ocean spectra individually.
  5. Hello everyone ! In this introduction, I have created an asset ES voronoi chunk. Also is included the workflow. I thank all the odforce users given that I understand Houdini in this forum. I have not contributed as much as them, but I achieved to learn from the users and I thank you again! I hope that with my work, I can contribute to be part of knowledge sharing of this forum. Watch > https://youtu.be/x6CaCquqeYg Download Hda > http://www.thevfx.net/albums/wall-destruction-houdini/ http://www.thevfx.net/
  6. Hello Everyone, This training series we will look at the basics of the Houdini particle system and also cover a variety of POP nodes to better understand how the Houdini particle system works. The training will also go through a variety of small projects that will combine a variety of POP nodes, smoke simulation, RBDs and various sop level tools to create a range of effects. The first 100 sales will get a 50% discount. for more details kindly click on the link given below https://www.rohandalvi.net/particles
  7. 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! Table of Contents 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 132 - Conclusion
  8. We are working on a product reveal for an international computer manufacturer. The director has requested a CGI shuttle launch for the final moments of the segment and we're looking for a Houdini artist to pull it off. Please send me your reel and let me know what your availabilities are between now and the end of September. Looking forward to seeing some awesome Houdini content

    Hi everyone, I have created the sun effect on Houdini. In this tutorial, we will learn how to combine many types of noise to make the sun surface. Also, we will learn how to create the sun light rays using hologram technique in Houdini. Please, Feel free to Check in here: https://www.cgcircuit.com/tutorial/the-sun-effect1 Regards, Nhan Vo
  10. Houdini Instructor

    short contract (3 months) Houdini Instructor. *must have work visa or legal right to work in Italy (work visa will not be provided)* - 4-7 experience specialized in high quality FX, demonstrated through a showreel - Well versed in the operation of Houdini and can easily relay the fundamentals on how to use and create in Houdini - excellent communication skills with both students and colleagues - rounded understanding of VFX industry and VFX pipeline - pro-active learner and problem solver - strong organizational and time management skills - previous teaching experience is preferred
  11. Hello! I thought I'd create a thread to document some setups on our diploma project here. We're studying Animation at Filmakademie Baden-Württemberg and we'll graduate March/April 21 and are working on a concept for a social spot promoting green energy with serious VFX. We're currently 15 artists on it, but a lot of them are only on it beside their job, so it's way less actual manpower, but over the long production time we're still looking at some good potential. And with a bid of 500 man days, we've got our hands full. Here's the initial concepts for our three key scenes: 1) An oil rig being crashed by an iceberg, 2) a coal power plant collapsing into a sinkhole, and 3) a giant volcano erupting and transforming the landscape into one of natural sources of energy. We've built a few pipeline tools to make our work easier, here is a couple of the one's I'm really happy with: This one features a lot of python and optimizations for really cool features like progression tracking as comment. (It is a bit crashy sometimes due to Houdini+Windows issues and support couldn't help me, hopefully it gets fixed someday.) All credits to my colleague Lucas Bruchhage and Dominik Lingenover (DMNK) for setting this lifesaver up. Once we are done I am very happy to share the tools. Cheers, Martin
  12. IED explosion pyroFX help

    Hi everyone, does anybody have any idea of how i achieve an instant explosion like this video with pyrofx https://www.youtube.com/watch?v=MBSTDing_aQ i cant seem to get the instant explosion i desire no matter what i tweak in Houdin
  13. We have shot a new scene for our short film. Unfortunately the hair of our lead actress was longer than we were led to believe. So for continuity we would like to explore the option of trimming it in VFX. She is in a clean close-up throughout with no one behind her and the camera is locked. We would like the hair at the sides to only come down to just before her chin. So about 2 inches trimmed at both sides during this close-up. It is a 30 second conversation. In the two attachments you can see her shorter hair in the scene right before the new one. Her longer hair is the new scene. It is fixed in position so it doesn’t move, which should make it easier to trim. If you have the experience of doing this, please send references and a quote. James Hughes CEO of Sunset Aperture
  14. Hello Houdini Magicians, This little bit of code is, according to the performance monitor and some debugging, slowing down my simulation... alot. Specially with a high number of particles. The nPt comes from the nearpoint function. I analyzed the performance impact of the nearpoint function with many particles and it is not significant. Its the conditions and moving/removing particles from groups. What is the optimal way to do this?
  15. Forest Fire

    Forest Fire entirely done using Houdini and Rendering in Arnold.
  16. So I am currently working on an earth destruction sequenz were I have 2 layers on top of the earth base which I fractured and is going to collide with an object. I am a little uncertain on how I should go about getting the other two layer to follow the rbd SIM without having to sim everything 3 times. Just a hint or an idea into the right direction would be enough for me. Cheers, Pascal X
  17. Hi Everyone, I have just create a building destruction effect on Houdini . In this tutorial we cover how to use Houdini to creat byuilding destruction with custom deforming. we will learn how to create custom cutting, also learn how to custom clumps for destruction. We also using VEX code to control simulation inside DOP. Please, Feel free to Check in here: https://www.cgcircuit.com/tutorial/building-destruction-part-01 Regards, Nhan Vo
  18. Hello! I'm a student in fourth year in Animation/VFX at Filmakademie Baden-Württemberg, currently starting production on our diploma project including some really awesome VFX shots. The film is a 2 minute social spot promoting renewable energies for private households, the title is "Mother Nature's Power". The story will be told with footage shot in Iceland and in a studio and then some disasters at the film's climax are VFX / Full CG parts. Here are our three key concepts for what we'll create photo-realistically later on: (Oil Rig being crashed by an iceberg) (Coal power plant falling into a sinkhole) (Volcano erupting and the lava turning into solar panels) To get to the point: We already have a big talented roster of film and animation students assigned and scheduled, but we are still looking for help in the department of lighting (Houdini/Redshift/Arnold) and assets (Anything). If you're a passionate artist looking for opportunities to collaborate then we can provide a platform for potentially awesome portfolio work. We'll be working on this for a year from now and we are very flexible with scheduling. Remote work is no issue at all as well. If you are interested, I can send you a project folder with details about our concept and approach as well as our animatic that is almost final and we can talk further. If you wanna know more about the heads of this project, here is the vita from me and the 2nd VFX-Supervisor on this project Lucas Bruchhage: https://www.linkedin.com/in/martin-egger-3d/ (Aixsponza, Mackevision, MPC) https://www.linkedin.com/in/lucas-bruchhage/ (Framestore, MPC) The main director that I share co-direction with is Nicolas Bori, student in Advertising Direction with a lot of production experience also. Check out his website here: https://www.nicolasbori.com/ We're looking forward to hearing from you! Cheers from Stuttgart, Martin Egger Contact: martin.egger@filmakademie.de
  19. This is one of the FX development I did for the Chinese animated feature 哪吒 (NeZha). All the FX are done in Houdini using flip and custom airfield to generate the waterfall effect, rendered in Mantra and final comp in Nuke.
  20. Slow Motion raindrops falling down. Each time one is larger than the others. And inside a logo. So slow motion, freeze frame, then speeds up to drop down out of frame. Then the next logo does the same. 5 logos in total. Then main title. And into the film. 20 second sequence. This angle and speed from Gattaca is a good example. But with raindrops Gattaca Opening Delivery 31st March
  21. Waterfall Bending VFX breakdown from 哪吒 (NeZha). I was responsible for all the FX and rendering FX elements. All the FX are created in Houdini and render in Houdini Mantra, final composite done in Nuke.
  22. Cloud tornado with water VFX breakdown from Chinese feature 哪吒 (NeZha), I was responsible for creating and rendering of all the effects using Houdini Pyro and Flip, render in Mantra.
  23. CG Master Academy is searching for active industry professionals using Houdini to develop and teach the following online courses: Fluid FX Using Houdini Cloth Simulation in Houdini Crowd Simulation in Houdini Additionally, we are looking for a substitute instructor for: VEX in Houdini Flexible scheduling with a 3-5 hour per week schedule footprint depending on class size. Minimum Requirements: must have 4-7 years of professional experience in feature film/animation and/or game projects and a current demo reel showcasing work specifically in relevant discipline. Preferable: Some experience teaching or training artists would be helpful in this role. Please send resume/work history, as well as a link to your website and/or demo reel, to jobs@cgmasteracademy.com.
  24. VFX Artist Needed - Work Remotely

    Need a VFX Artist to help us with some VFX shots on our latest short film, The Sands of Time. The film is now in post-production. www.thesandsoftimefilm.com Shot 1 - A descending staircase in the sand. Both during the day and at sunset. They are only quick insert shots. To establish what it is they are climbing down. Don't really need to see any moment. Same shot but light for both times of the day. We can do the lighting during the grade if required. The attached image is a good example of what is required, but all of this would look like it is made out of sand. Similar angle to this. 4 seconds. Shot 2 - Two static actors pressed against each other dissolve into sand and vanish. The sides of them, as per the example below. So we start to see them dissolve and they vanish together. 7 seconds. Budget is tight. So this job would suit someone with experience who is keen to add to their credits. You will also get a copy of the film released. Will be doing a few projects this year, so a good opportunity to work together on other projects as well. www.sunsetaperture.com
  25. Hi, thought I'd share this in this section too: I wrote an article for the german “Digital Production” magazine about my free LYNX VFX toolset. For the article I made a couple of renderings using the LYNX fabric tools. Luckily it even made the cover Here are my personal favorites, the rest of the images can be found on Artstation. You can also find the complete scene on GitHub under the Demo Files. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Links: LYNX VFX Toolset Odforce Thread: https://forums.odforce.net/topic/42741-lynx-free-opensource-vfx-pipeline-tools/ LYNX VFX Toolset (Sweater Scene File included): https://github.com/LucaScheller/VFX-LYNX Artstation (HighRes Renderings): https://www.artstation.com/artwork/OyeY6g Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/