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Found 117 results

  1. Hello Everyone, I have just create tutorial of making tornado with VEX using quaternion to control velocity field in Houdini 17. Check in here: https://www.cgcircuit.com/tutorial/tornado-with-vex Best Regards, Nhan Vo
  2. Hello Everyone, I have just create a ground breaking interaction effect on Houdini 17. In this tutorial we cover how to use H17 to creat ground breakking interaction with character. We will learn how to isolate inside group to create random debris, smoke and control the displacement on rendering of breaking parts. Please, Feel free to Check in here: https://www.cgcircuit.com/tutorial/ground-breaking-interaction Regards, Nhan Vo
  3. I would like to know how to make the effect of the object go deconstructing gradually as the helmet of the star lord in Guardians of the Galaxy
  4. Hello! My name is Joyce Kambey. Currently reside in Singapore, and looking for a job. Will be graduating from 3dsense Media School (VFX Specialisation) in 1 week. Before I came to 3dsense I have 3 years production experience as character rigger and 3d animator. I have used houdini for rigging & animation works for almost 3 years, and used houdini for FX works for 8 months. I have attached my resume with this topic. here's my demoreel: links: linkedin: https://www.linkedin.com/in/joycekambey/ vimeo: https://vimeo.com/joycekambey artstation : https://www.artstation.com/joycekambey e-mail : joyce.kambey@gmail.com JoyceKambeyResume2019.pdf
  5. Gas Linear Combination

    I created a gaslinearcombination node and set the Destination field as vel, and in the combine operation I set to multiply source1: friction and source2: vel. friction is a custom scalar field created by me, with a 3D noise. The gaslinearcombination doesn't work as expected. On the other hand, a simple gasfieldwrangle with the following vex code: " v@vel *= f@friction; " does the trick. Why isn't the gaslinearcombination working?
  6. Cant see smoke from derbis

    Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong???
  7. VFX / Design Work.

    Hi my name is Nicolas Heluani, I am a Motion/VFX artist based in Iceland. For the past few years I been working mainly in Motion Graphics for local TV productions. But I am trying to move into more challenging VFX tasks, a subject I always loved. I am a highly creative abstract thinker with an ease in math and VEX. I like to constantly challenge myself into learning how things work and then do it myself. I am attaching here my demo-reel, I hope you like it. For more info please send me a PM at nicolasheluani@gmail.com If you have read so far, thank you, and at least I hope you enjoyed my reel. I plan to update my Vimeo feed soon with some work I am currently doing, like I said I am constantly challenging myself Nico.
  8. FLIP unstable border particles

    I am trying to get a calm puddle, and I have managed to achieve that in most of the fluid. Still, I can't get rid of this moving particles at the boundaries.... I've tried deleting them, but new ones will start moving until they get there... puddle_02.mov
  9. Hey guys I interviewed Manuel Tausch (FX TD/co founder of Stormborn Studios) for FX World. The interview went live today. Here's the link! http://fxworld.tv/interview-with-manuel-tausch-pt-1/
  10. Houdini Pyro OpenCL Error

    Getting an error when trying to run a pyro sim with openCL: "gasturbulence1: Error: compute_turbulence_cl: Error: smokeobject1 - /obj/geo1/dopnet1/pyrosolver1/gasturbulence1/compute_turbulence_cl: Fields must be matching for OpenCL " Any ideas?
  11. I am trying to recreate this effect, and I can't find any info on how this techniques were implemented… Any help ? Thanks, Diogo
  12. Houdini - Bullet Impact

    Hello Od Forum Hello I'm Jeton i work in ATOM Film now with my company we are working in one action movie and i need to learn how can achieve this... Thanks for your time
  13. Learn Houdini through Video Tutorials

    Hey, everyone ! I know some of you are having hard times looking for a good Houdini tutorials? Found a really cool website with video tutorials. I like the author of the tutorial, he explains everything very clear. Just in case someone will need video tutorials , here’s the link to check full list of his tutorials: https://www.cgcircuit.com/instructor/tyler.bay Hope it helps! Best, Chris
  14. Senior FX TD - Image Engine Vancouver

    Senior FX TDs will act as an example to and mentor junior artists. They will deliver all tasks within the required timeframe. They will be capable of assisting production to answer questions related to FX work; both ongoing and upcoming. In addition, they will assist junior artists regarding techniques, and approaches for FX. They will guide junior artists through the workflow process within the department to explain how their work connects to other departments. Senior FX TDs will proactively seek solutions with FX Leads and members of other departments. They will communicate with other departments, ensuring they receive data to resolve shot related issues. Senior FX TDs will work with their Supervisor and Leads to implement technical and creative solutions to shows. They may be required to balance multiple shows and communicate with other Leads/artists that are assigned to the show to ensure continuity. They will potentially assist in the Lead role on a short term basis in the event of an absence or production needs require it. They will participate in team meetings when necessary. DUTIES & RESPONSIBILITIES · Create multiple types of realistic and believable effects (ie. rigid body and particle dynamics, procedural geometry generation, fluid dynamics and cloth simulations) with minimal supervision and within the studio pipeline · Address your Leads critiques and comments while providing solutions to aesthetic issues to improve the shot; and maintaining a quality level as described by your Supervisor/ Lead · Provide dailied versions for assigned tasks in an agreed upon time by your Supervisor/ Lead · Attend dailies, reviews, and team meetings as required · Work with FX team, as required, to maintain shot continuity; as well as, support other departments (Lighting, Compositing, etc) to ensure information is communicated up and down the pipeline · Provide input regarding existing tools and interfaces for FX pipeline and provide solutions for technical problems that may arise in a shot, sequence or with a film format · Assist members of the FX team to learn and grow their skills to meet their career aspirations by providing informal feedback, tips and tricks, and encouragement · Estimate the time required for tasks and provide accurate progress reports · Mentor junior artists EDUCATION AND EXPERIENCE · 5 years+ of feature film/TV production experience · Demonstrated work experience with Houdini · Strong understanding of natural phenomenon and how to replicate them using FX techniques, good knowledge of the underlying mathematical principles and a desire to learn more depending on the requirements of each project SKILLS AND ABILITIES Technical skills · Ability to train work in Houdini · Able to create multiple types of FX from simple to difficult with a minimum of supervision · Strong aptitude for technical workflow challenges such as directory structure, file formats, naming conventions, scripts, automation tools, automated dailies, etc. · HScript is a minimum requirement, python scripting preferred · Python scripting, C++ and RenderMan shader coding is a bonus · Experience with other solvers and simulation tools (e.g. Naiad, realflow, Bullet, Blastcode, etc) is a bonus Core skills · Ability to assist bids; determine the timeframe and scope required for each project · Ability to troubleshoot and deal with competing priorities · Excellent problem solver who can focus on detail, while maintaining the whole picture · The ability to work alongside, communicate with, and understand the requirements of Animators, CG and VFX Supervisors, Assets Department, Creature FX, Lighting, Comp, R&D and Pipeline developers · Excellent time management and communication skills
  15. Hi all So I have a question about the new versions of the For-Each node, particularly the Numbers one, I have been following a tutorial from Anastasia Opera, and during the tutorial she uses a For-Each subnetwork node now I understand what this node is doing collecting the data from the box_id, Anastasia also gave the node a stamp name which will be used a bit later on for a blast node to specifically target some points following the local path hence why the stamp name was given to the For-Each Subnetwork node in order to lead a path towards a node that contains specific points with a number that is less than 3 which I understand is the point number and can also see it infant of me.... but now here is where I get confused in the new version of Houdini 17 the Subnetwork node has been disabled and be re-enabled but instead I would like to understand what on earth is up with the new For-Each Numbers node, it has some weird dodgy layout that just throughs me right off!! I would not mind trying to re-create the tutorial using this new node but its proving to be a challenge as I have no idea where to place the nodes that help in set things up for procedural modelling which I have tried to place things in myself but ended up with nothing but more errors. if someone could please help that would really awesome and I would really appreciate it. Kindly Ahmet .B
  16. I know Houdini focus has been VFX, I have few questions regarding cinematic pipeline. Hero characters, close shots UDIM-s etc. I know by the fact UDIM-s are used in films and often also on hero characters and in VFX pipeline. Main reasin is that you have more control over texture details on specific model. For example: If i have a character face and i need specific part of that face to be more detailed then other i have udim-s and that specific part (UDIM tile / UV tile) that covers that area of face has higher UV texture resolution thus means that that area can have more detailed / higher rez textures. Now typical pipeline i understand is so called Sketch to screen workflow. (same workflow that Aaron Sims Creative Studio uses) and many others. 1. Model is sculpted 2. Model retopology is done (retopo that supports and follows basics for topo that is needed for animation) 3. Model is animated (in maya or houdini) 4. Model is textured (ptex or UV-s) 5. VFX is created 6. Look dev that means shaders are created, lights are created etc) 7. VFX compositing (nuke etc) 8. and final shot(s) are rendered. What i struggle is how to proceed with my pipeline. Need to focus on specific things and not to try study full program as houdini is huge. Need to take one project and step by step try to complete it. SO at the moment regarding my project> 1. Sculpting part is done 2. Retopology part is done 3. UV-s are done (Used Unfold 3D( and model has UDIM UV-tiles 4, Model is tegxtured in Mari (So now model has UDIM textures) tho i was thinking for second to try ptex also but i think it does not support xyz texturing method. And now i am strugeling with shader building as there are not many good tutorials regarding Houdini skinn shader-s. And not getting good result with those. For second i was thinking to use substance painter as in that case you do not have to build shader from scratch. Example https://www.youtube.com/watch?v=gaUoYyWfMzE&t=75s But problem is that Substance does not have fully implemented full UDIM-s support. It does support UDIM-s but you cant paint seamlesly over model that has UDIM-s. Explained here https://www.youtube.com/watch?v=ihQTBc_e8DM So now i was thinking may be i can do skin shader in Maya as there are way more maya btutorials regarding UDIM-s and skin shaders then there is Houdini, But as my plan was also to create VFX effect i would try to do it in Houdini. And now arises question can i do VFX in houdini and shaders in maya and some how bring those over to Houdini or vice versa_
  17. Houdini Fur Artist Needed Outpost VFX UK

    **CALLING ALL SENIOR GROOM TD's** Short 4 week Contract Available at Outpost VFX to work on something mammoth... . Fur experience using Houdini is essential! If you are looking for a short term gig to squeeze in before Xmas then drop me an email on talent(at)outpostvfx(dot)co(dot)uk or message me direct. All applicants must be eligible to work in the UK, Remote work is not possible for this role.
  18. Breakdowns & Reels

    Hi The below link is my YouTube channel in which i will be posting Recent and best of vfx breakdowns and show reels. Which will be for self motivation and fx reference.. Hope will be useful for some one... https://www.youtube.com/channel/UCNhBrSWTST2igLPaE_13uDw/featured https://www.youtube.com/channel/UCNhBrSWTST2igLPaE_13uDw/videos
  19. VFX to Realtime Transition

    Hello fellow Houdini users, I've been thinking of changing industries from VFX to real-time (games or VR) and wanted to ask if any of you have had similar transitions and if you could share that experience? I'm also aware that there are tons of game/Unity tutorials from SideFX and other sources available online, but I've yet to find any that are specific for VFX artists. And also because of the abundance of material, it's pretty overwhelming to figure out a good starting point. If you can share some resources that would be great. Thanks!
  20. Hello everybody! I am glad to present you my latest tutorial “Liquid pixels simulation. Houdini tutorial”.
  21. Hi guys! I would like to share here my latest personal project. Everything done in Houdini and Mantra Hope you like it. Youtube Version: Shark_Youtube.mp4
  22. Hey guys, My name is Daniel Moreno, I am an Effects Artist based in Sao Paulo. Brazil. I have many years of experience with Maya and Realflow, and about 2 years Houdini. My main expertise is Fluid Simulations but Having been doing a lot of other things as well. This page has my Bio, Resume and Reels: http://danmoreno.com/v05/#about-us http://vimeo.com/danmoreno http://linkedin.com/in/danmoreno/ http://facebook.com/danmoreno3k PS: How do I embed vimeo here? Daniel Moreno
  23. Hey ODforce! I recently published the next installment of the Houdini For The New Artist series. This course is all about making Houdini easier to learn, and you can watch the first chapter for free! Here's the link: http://bit.ly/2okYpY4 Some of the main topics include: Chapter 1: How to understand and set up DOP networks Using SOP attributes with the dynamic context Forces Particles Life & Variance How to use groups Rendering Particles Sub-steps, Sub-frames, & Time-Steps Caching Sub-steps & Practical Applicaitons Chapter 2: Texturing & Lighting Techniques How to Integrate a Substance Painter Workflow with Houdini Spot Lights, Area Lights, & Artistic Considerations When Placing Key Lights Utilizing Light Attenuation Gobos Aim Constraints, Near-attenuation Techniques for Reading & Emphasizing Form While Lighting How to Make Light Blockers Shadow Masking Techniques for Controlling Light Placement Component-based Lighting Light Linking Chapter 3: HDAs, Velocity, Normals, and & VOPs What is an HDA? How do you make one? Data Types & Adding user Parameters Booleans, Switch Nodes, & Parameter Behaviors Additional HDA Modifications What is Velocity? What are Normals? An Introduction to the Point Wrangle Introduction to VOPs How to Blend Materials Basic Noise Parameters Additional VOP Techniques Chapter 4: Geometry Types, Animation, & CHOPs Geometry Types & Attributes Introduction to Volumes Animation Basics Channel Groups, Animation Layers, & Motion Trails Introduction to CHOPs Curve Constraints, CHOPS with DOPs, & Additional Settings Chapter 5: Rendering & Compositing Introduction to Multi-pass Compositing Rendering Concepts How to Use Takes Rendering Multiple Jobs De-noising passes Compositing Basics with Houdini Thanks for watching! - Tyler
  24. New to houdini

    Hi my name is abhigyan and i just joined this forum. I am new to houdini for almost 3-4 months at max. I was learning c4d and after effects before that. I love programming as well(python, javascript). The thing is as much as I love houdini I get confused as to how I go about learning it. It feels so overwhelming. No matter how many tutorials I watch I am just not able to grasp some concepts. How do I go about it? I am sorry if I didnt follow some rules here since I am new.
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