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SIDE EFFECTS WORKSHOPS AT FMX 2013

This April, Side Effects Software will be returning to Stuttgart, Germany for this year's FMX conference.

Our Senior Technology Specialist Jeff Wagner will once again be hosting a series of informative workshops where you can learn more about a wide range of the new features present in the newly released Houdini 12.5. See the FMX Schedule listed below for all the details.

If you would like to arrange for a one-on-one meeting with the Side Effects team during the course of the conference, please contact Senior Account Executive Janet Fraser by e-mail at

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Jeff "Old School" Wagner

 

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OUR FMX SCHEDULE

Destruction FX in Houdini 12.5
16:00-17:00, April 23, 2013
Overview: Learn how to create realistic effects such as fire and smoke then control the results using fields such as temperature and fuel. Distributed sims and clustering make it easy to handle large scale destruction shots. You will also learn how to use the Bullet Rigid Body solver to create highly complex simulations of large data sets. This solver and Houdini’s own solver work with various forces, constraints and collisions for complete control.

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Procedural Modeling in Houdini 12.5
17:00-18:00, April 23, 2013
Overview: To model CG environments piece by piece can be a daunting task for a modeler. With Houdini, you can set up procedural networks that build environments out of a smaller kit of parts. Once the system is in place, you can easily add randomness, paint specific features such as height and scale, and eventually grow the solution to any size. In production, you can even use low-resolution pieces to set up your model then swap them out at render time for added levels of efficiency.

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Cloud FX and OpenVDB in Houdini 12.5
16:00-17:00, April 24, 2013
Overview: Learn about the new Cloud FX tools in Houdini 12.5 which offer an artist-friendly way of building, sculpting and rendering cloud formations. This workflow utilizes sparse volume sculpting tools created as part of the OpenVDB [Openvdb.org] open source initiative.

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Lighting, Rendering and Alembic in Houdini 12.5
17:00-18:00, April 24, 2013
Overview: At the back-end of any CG project is where you render all your lights, geometry, and effects. With Houdini, you can rely on a robust built-in rendering solution called Mantra or full support for a wide variety of third party rendering options. Whatever route you choose, Houdini is the ideal environment for bringing together your render layers and reliably feeding the farm.

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Ocean FX and FLIP Fluids in Houdini 12.5
16:00-17:00, April 25, 2013
Overview: Learn about the Ocean FX Wave tool in Houdini 12.5 which deforms geometry into animated oceanscapes using volumes. You can visualize the results in the viewport and either render the geometry as is or export an animated texture to use as a displacement map. The Ocean FX Wave Tank tool goes even further and lets you generate a FLIP fluid simulation derived from an animated ocean surface. For even more realism, a unified Whitewater solver is available to create spray, foam and churn based on the underlying FLIP fluid sim. Houdini's Mist tool can then be used to further enhance the whitewater effects.

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Character FX in Houdini 12.5
17:00-18:00, April 25, 2013
Overview: Houdini FX’s cloth solver can handle multiple layers while generating accurate, realistic results over long simulations. By adjusting a few simple parameters, you can achieve a variety of different looks and material types. Houdini's Wire solver is ideally suited to create hair and fur simulations and can be used for simulating other types of thin shapes. You can then control the wires with attributes such as thickness, length, rigidity and curl for added control.

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