Posted July 20, 2019
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Houdini HIVE is coming back to SIGGRAPH this year with three days filled with educational sessions, studio presentations, industry panels, and much more! Featuring SideFX product experts, and professionals from top studios from around the world!

HOLD THE DATE!


HIVE LOUNGE & THEATER

Tuesday, July 30 - Thursday, August 1, 2019

Stop by the Houdini HIVE to learn about our latest releases, talk with Houdini artists, or watch presentations conducted by industry professionals and SideFX product specialists.  

We look forward to seeing you!
Don’t miss your chance to get your very own Mini Flip >> 

HOUDINI LOUNGE | Second Floor | Room 401

HOUDINI THEATER | Second Floor | Room 402A


OTHER EVENTS

In addition to the Houdini HIVE, SideFX can be found at the following SIGGRAPH-related events:


DIGIPRO Production Talks
Saturday July 27 - All Day

SideFX is a sponsor and some SideFX staff will be attending throughout the day.

The Pipeline Conference
Sunday July 28 - All Day

SideFX is a sponsor and will be giving a short talk just before the keynote by Bluesky’s Hank Driskill.


PIXAR Art & Science Fair
Wednesday July 31 - 5:30-9:30 PM

SideFX will be joining PIXAR on stage to discuss SideFX Solaris and there will be a RenderMan for Houdini pod.


SIDEFX MEETING ROOMS

Tuesday, July 30 - Thursday, August 1, 2019
Room 402B

SideFX has a meeting room available for studios who want a one-on-one demo or wish to speak with someone about building a Houdini-based pipeline. 

Please make arrangements directly with your SideFX Account Manager or contact SideFX at sales@sidefx.com


PRESENTATION SCHEDULE

 

TUESDAY

JULY 30

WEDNESDAY

July 31

THURSDAY

Aug 1

9:30 AM

THREE-PART WORKSHOP:

1) Rigging 

Louis-Philippe Clavet

10:00 AM

SOLARIS Reveal: 

Layout, Lookdev & Lighting

Scott Keating | SideFX

2) Agents & Simulation

Louis-Philippe Clavet

10:30 AM

3) Shading & Rendering 

Louis-Philippe Clavet

11:00 AM

RenderMan for Houdini

Wayne Wooten | Pixar RenderMan

SOLARIS Reveal:

Layout, Lookdev & Lighting 

Scott Keating | SideFX

11:30 PM

Learning Houdini: You're Doing It Wrong and How to do it Right

Matt Estela | UTS Animal Logic

12:00 PM

CG Blacksmithing

Fianna Wong | SideFX

PANEL SETUP

12:30 PM

Science-Based Storytelling in Planetarium Show Production & Other Digital Media

Jeroen Lapre | 

California Academy of Sciences

Vellum Unveiled

John Moncrief | SideFX

1:00 PM

Learning Houdini: You're Doing It Wrong and How to do it Right

Matt Estela | UTS Animal Logic

Spider-Man’s Webs:

His most Valuable Superpower

Pouyan Navid | Method Studios

Panel 1 :

The Pipeline of the Future

1:30 PM

2:00 PM

Enter the Phoenix

Jorge Razón | SOHO VFX

Mortal Kombat 11: 

A Bloody Production Talk

Matt Battaglia | Netherrealm

Panel 2 :

Women in FX

2:30 PM

Houdini Foundations: 

Pipeline in a Box

Robert Magee | SideFX

PDG as a Pipeline Tool 

for Small Teams

Pavel Smirnov | Studio Linda

Reel Review
Get feedback on your reel from industry professionals.

3:00 PM

3:30 PM

What is USD: A USD Primer

Rob Stauffer | SideFX

STOPS:  Dynamics for LAIKA Films

Peter Stuart & David Horsley | Laika

4:00 PM

Terrains & PDG

Ari Danesh | SideFX

Two tricks to make your Procedural Shading Workflow more Efficient

Oliver Markowski | RISE


HOUDINI HIVE SOCIAL
Mmm...pizza...

4:30 PM

EVERYONE'S WELCOME!

5:00 PM

Game Development Tools

Luiz Kruel | SideFX

The Battle to End All Battles

Weta Digital Presents the FX of Avengers: Endgame

Gerardo Aguilera | Weta Digital


PRESENTERS

Come back to this page to learn more about the Presentation Schedule and Presenter Profiles.


10:00 AM | Tuesday | July 30

SOLARIS Reveal: Layout, Look dev & Lighting

In this talk, Scott will introduce SideFX Solaris, a powerful new layout, look dev and lighting platform coming to Houdini 18 later this year. Solaris brings a robust set of dedicated tools to Houdini that are built on a native foundation of Pixar's USD initiative. Working in the new lighting context called LOPS, Scott will show you how these amazing new tools make it easy to support a fully integrated USD-based pipeline. There will also be a sneak peek demo of new rendering technology that you won't want to miss.


Scott Keating | SideFX

Scott Keating is a Senior Product Designer at SideFX specializing in the user experience needs of Houdini artists. He is also an award-winning commercial illustrator, designer, and comic-book artist and his work has been published worldwide, in magazines, books, comics, and commercial products.


11:00 AM | Tuesday | July 30

CG Blacksmithing

Is it that time of the year already? Previewing totally work-in-progress ideas that may or may never be released into the wild? This presentation is going to be a smörgåsbord of stuff that is currently cooking in the SideFX dev kitchen - modeling, UI and god knows what else. Sometimes you smell burning, but othertimes we also get pastry too! Drop by to check it out!


Fianna Wong | SideFX

Fianna Wong is a Technical Marketing Lead at SideFX and is most known as the robot voice of the Houdini Quickstart videos. She loves hardsurface modeling pr0n and still cannot believe that after so many years (since starting out with Infini-D and Bryce), the CG industry continues to innovate!

11:30 AM | Tuesday | July 30

RenderMan for Houdini

Learn about Pixar's new RenderMan for Houdini plugin, completely rewritten to support the latest interactive workflows in RenderMan. Wayne Wooten will demonstrate RenderMan's greatly improved integration with Houdini, including interactive modeling, shading, and lighting. Wayne will also highlight features like seamless support for Houdini’s geometric attributes, volumetric rendering, and the addition of Pixar's powerful Preset Browser.


   Wayne Wooten | Pixar Animation  

Wayne Wooten is the Software Development Manager for the RenderMan Products Group at Pixar Animation Studios. He has worked at Pixar since 1997 on many varied projects over his career; from lighting technical director on "A Bug's Life", to architect of the Render Farm control software for "Toy Story 2" and "Monster's Inc". Wayne then moved to working on jelly fish translucency effects for "Finding Nemo" and more efficient ways to render long, black hair for "The Incredibles". Wayne has principally worked on ray tracing algorithms, shading languages, textures, and the system architecture for RenderMan. He has been credited on every movie Pixar has produced since "A Bug's Life". A couple of years ago, he took on his biggest challenge to date; managing the team of engineers responsible for creating some of the most innovative VFX production software in the industry. Wayne received both his BS and Ph.D. degrees from the Georgia Institute of Technology before joining Pixar Animation Studios.

12:30 PM | Tuesday | July 30

Science-Based Storytelling in Planetarium Show Production & Other Digital Media

Jeroen Lapré, Senior Technical Director of the Visualization Studio in the California Academy of Sciences, will talk about science-based storytelling for planetarium show production, and other media at the Academy. The “VIZ” Studio adapts tools and techniques from the film production, visual effects, digital animation, and real time computer graphics industries; to produce science media that is accessible to the general public. This talk will include how the procedural power of SideFX Houdini has become an important part of the studio pipeline over the years.


Jeroen Lapré
California Academy of Sciences

Jeroen Lapré, has held the role of Senior Technical Director of the Visualization Studio in the California Academy of Sciences since 2008. He led the research into and adoption of Houdini as a core tool for the Academy’s Visualization Studio. On the most recent planetarium production, Lapré has worked on the powers-of-ten dive into a coral—showing the community of polyps at the microscopic level to reveal the processes of symbiosis, photosynthesis, coral bleaching and spawning. A longtime Industrial Light & Magic veteran, in his personal time Jeroen is producing his own digital short film based on Arthur C. Clarke’s short story, “Maelstrom II.”

1:00 PM | Tuesday | July 30

Learning Houdini: You're Doing It Wrong and How to do it Right

There's so many learning resources around, it must be easy to learn Houdini and get a job right? Having spent several years writing CGWiki, looking at hundreds of showreels, hiring lots of artists, and now teaching Houdini at a masters degree level at the UTS Animal Logic Academy, Matt has thought about what defines a strong FX artist. Using examples from his current students, he'll break down what skills are essential, and how to best demonstrate them in a reel. Seniors and supervisors are encouraged to agree/disagree loudly.


Matt Estela | UTS Animal Logic

Matt Estela is VFX Lead in Residence at The Animal Logic Academy, University of Technology Sydney. He teaches VFX and VR as part of a Masters of Animation and Visualization. Matt also maintains CGWiki, a popular website for Houdini training, and prior to UTS spent nearly 10 years at Animal Logic in Lighting, FX and CG supervisor roles 

2:00 PM | Tuesday | July 30

Enter the Phoenix

The presentation will showcase some of the dynamics simulations done by SOHO VFX.  Using Houdini's highly customizable procedural workflow allowed us to develop unique effects including the “Bamf” and “Entity” for Dark Phoenix.


Jorge Razon | SOHO VFX

Jorge Razon is a VFX Supervisor at Soho VFX in Toronto, ON.  He has been working in the industry since 2002 completing over 40 feature films including “Logan”, “Wonder Woman” and “In Time”.  Jorge is also a part-time Professor at Centennial College teaching Houdini to the next generation of Visual Effects Artists. His most recent completed project is the 8th and final season of “Game of Thrones”. Jorge lives in Toronto and spends his free time snowboarding, racing and enjoying the great outdoors. 

2:30 PM | Tuesday | July 30

Houdini Foundations: Pipeline in a Box

The procedural nature of Houdini gives artists a built-in pipeline-in-a-box experience. In this presentation, Robert will introduce you to the nodes, networks and assets that define the core of this workflow which allows for multiple iterations and changes deep in production. He will also explore how tools such as Houdini Engine and PDG let you build a studio-level solution that makes proceduralism available to the whole pipeline.


Robert Magee | SideFX

Robert Magee is a Senior Product Marketing Manager at SideFX who has been working with Houdini for over 15 years. He has created lots of learning material such as the Houdini Foundations book which are designed to help artists get started with Houdini.


3:30 PM | Tuesday | July 30

What is USD: A USD Primer

Universal Scene Description (USD) is open source software  designed to make it easier to "interchange and augment arbitrary 3D scenes that may be composed from many elemental assets." This is going to have a profound affect on how studios build pipelines in the future and with SideFX Solaris working natively with USD, it will be an important part of working with Houdini. Let's take a look at this new technology and how you can begin implementing it in your studio.


Rob Stauffer | SideFX

Rob Stauffer is a Senior Production Consultant at SideFX. He has over 20 years experience in computer graphics and visual effects. Rob started his career at Digital Domain and has worked at Sony Imageworks, Weta Digital, Asylum FX and most recently was an FX Supervisor at Rhythm and Hues. He has contributed to the FX of over 20 feature films including, "Lord Of The Rings: The Return of The King", "Spiderman 2", "X-Men:First Class", "The Day After Tomorrow" and "Seventh Son”. Rob joined SideFX in 2013 where he educates new and existing clients on the features of Houdini. Consults with studios on their pipelines and where Houdini may fit in and explores new and future technologies within VFX,Games and VR.


4:00 PM | Tuesday | July 30

Terrain, PDG, and ML Sneak Peek

Houdini’s terrain tools have brought heightfield-generated environments to Houdini with tools for building up worlds and populating them with elements such as foliage and debris. This talk will take a quick look at the current state of the Height Field tools then show how Procedural Dependency Graphs and specifically the PDG technology of Mapping can allow the artist the freedom to procedurally generate content,  interrupt the procedural workflow with interactive adjustments, and then have proceduralism to take over to finish the solution. The talk will finish with a sneak peak of procedural terrain and machine learning tools being developed at SideFX.


Ari Danesh | SideFX

Ari Danesh is a procedural modeling and animation expert. He has helped train lots of Houdini artists and has been posting learning material online for years. Before working at SideFX he taught Interactive Design at the university level for 12 years. He started his career working as a Software Engineer in the defense industry designing displays and then leading a VR research department for real time Command and Control systems during the first generation of VR applications. His current focus is on Generative Art, Natural Environments, Procedural and Object Based Systems. At SideFX besides teaching clients, he dabbles in designing terrain tools.


5:00 PM | Tuesday | July 30

Game Development Tools

This presentation will give a quick overview of the various tools the game dev team has been working on recently. We'll be covering how our development process has evolved over the years and we’ll be making a few surprise announcements and revealing the future of the Game Development Toolset. We will also explore some of the ways that artists can leverage the game dev tools in film and television projects.


Luiz Kruel | SideFX

Luiz Kruel is a Sr. Technical Artist at SideFX Software. With a decade of production experience in games, he has worked on several of the largest franchises in the industry, including Halo, Call of Duty, Doom, Madden and Just Cause. He is a part of our games team and responsible for developing tools to bridge the gap between Houdini and Game Engines.


11:45 AM | Wednesday | July 31

Learning Houdini: You're Doing It Wrong and How to do it Right

There's so many learning resources around, it must be easy to learn Houdini and get a job right? Having spent several years writing CGWiki, looking at hundreds of showreels, hiring lots of artists, and now teaching Houdini at a masters degree level at the UTS Animal Logic Academy, Matt has thought about what defines a strong FX artist. Using examples from his current students, he'll break down what skills are essential, and how to best demonstrate them in a reel. Seniors and supervisors are encouraged to agree/disagree loudly.


Matt Estela | UTS Animal Logic

Matt Estela is VFX Lead in Residence at The Animal Logic Academy, University of Technology Sydney. He teaches VFX and VR as part of a Masters of Animation and Visualization. Matt also maintains CGWiki, a popular website for Houdini training, and prior to UTS spent nearly 10 years at Animal Logic in Lighting, FX and CG supervisor roles 

12:30 PM | Wednesday | July 31

Vellum Unveiled

The Houdini Vellum toolset introduces a streamlined approach to creating cloth, grain, string, and soft body simulations. In this presentation John will walk you through practical introductory applications of the Vellum toolset. We will also discuss the implementation of workflows useful for multiple parts of the pipeline, including production methodology for artists using either Houdini FX or Houdini Core.


John Moncrief | SideFX

John Moncrief is the Education Training Lead at SideFX. Previously, he was the Resident Dynamics Instructor and Dynamics Curriculum Manager at Pluralsight Creative. John has been teaching various visual effects software packages to creative industry professionals for more than 15 years. He lives for the rush of seeing his pupils experience "light bulb" moments. His latest passion is making sure that no software or tools can get in the way of an artist expressing their creative vision.


1:00 PM | Wednesday | July 31

Spider-Man’s Webs : His most Valuable Superpower

Pouyan will be demonstrating how we created organic looking spider webs from scratch for Spider-Man commercials. He will cover creating the geometry with curves, web shooting animation, dynamic simulation to show weight and movement and finally making shaders and rendering it.


Pouyan Navid | Method Studios

Pouyan Navid knew from an early age he wanted to be a visual effects artist. He started his career in the industry as a VFX artist at local TV stations before going to school for Visual Effect. Over the years he has strived to better his craft and continue to learn and teach others at the schools that taught him, Cal State Northridge. He has held many roles in his career from technical director to character animator, Lighting and Rigging to FX and CG lead to his current role as CG supervisor at Method Studios in Los Angeles.


2:00 PM | Wednesday | July 31

Mortal Kombat 11: A Bloody Production Talk

Dive into the techniques and production lessons learned during the development of Mortal Kombat 11 with Houdini. We will focus on our geometry cache pipeline which allowed us to leverage Houdini’s fluid simulation tools to drive our unique cinematic blood effects. As a studio new to Houdini, we will give a behind the scenes look at some of our assets and share a little bit of the wisdom we’ve gained while ramping up on Houdini over a two year development cycle.


Matt Battaglia | Netherrealm

Matt Battaglia is the Technical Art Lead at NetherRealm Studios. With over 14 years of professional experience, Matt has a background in AAA game development, feature film, and teaching. He enjoys developing asset pipelines and pushing the boundaries of what is possible in real time rendering and visual effects. While not chipping away at his ever growing list of research projects or new software to learn, he enjoys tackling home improvement projects and attempting to entertain his wife and daughter with bad dad jokes.

2:30 PM | Wednesday | July 31

PDG as a Pipeline Tool for Small Teams

This talk is about how a small team could leverage PDG with mixed Maya-Houdini pipeline. We will examine a ROP-based pipeline Griot Groove has been using to get data in and out of Maya, and how the same goals could be easily achieved with PDG.


Pavel Smirnov | Studio Linda

Pavel Smirnov is a Houdini artist and educator based in Tokyo with twelve years of experience. He started his career in Moscow, Russia as a Renderman lighting TD working on commercials and feature films. After moving to Japan in 2011, he created and leads a team of Houdini artists, while developing pipeline tools at Griot Groove, a Tokyo-based VFX studio. In 2014-2017 he taught a Houdini course at Digital Hollywood Tokyo School.

3:30 PM | Wednesday | July 31

STOPS:  Dynamics for LAIKA Films

Laika's preferred dynamics isn't really a heck of a lot different from any other studio but we do stylize our work to meet established criteria for our show style, and we do need to be able to integrate our work with the stop motion animation. In short the work needs to look, animate, and feel realistic yet convey a sense that it was created on our stop motion stages using practical materials like paper or cloth.


Peter Stuart | Laika

Peter Stuart has been a Senior Generalist TD at LAIKA since 2006 to present. He was a Shader Writer for the Core Feature Animation team before that and has worked on Missing Link, Kubo and the Two Strings, The Boxtrolls, Paranorman, Coraline, and The Wild. He received a MS Computer & Information Science from Ohio State University and a Physics BA from the University of Montana.


David Horsley | Laika

David Horsley was hired at Laikato work on “Kubo and The Two Strings” as a Lead to help the VFX department complete all the water shots for the film. His work on The Life of Pi and VES award for the work on that film secured him the job in 2014. Since then he has completed “Missing Link” which also involved considerable water work. Our FX crew of 8 completed work on snow blizzards, ice bridge destruction, smoke/steam, environments for clouds and landscapes. On Film6, which they just started, David will be focused on music concert crowds, busy street scenes, and plenty of magic effects.

His career as an FX Supervisor incorporates twenty years of innovative, visual effects experience on feature films, using Houdini software for lighting, visual effects, look development, and bidding on new projects. His technical experience specializing in water, snow, ice, metal, fire and fluid effects, enhances his abilities to work well under pressure, visualize the demands needed to support production, client, and artistic challenges. His career at ILM was based on his ability to visualize fluid and particle systems, lighting creatures, and lead the creative on designing effects sequences. His technical experience has been involved in the use of ILM's proprietary fluid systems, rigid body dynamics, and Maya's particle systems.

4:00 PM | Wednesday | July 31

Two Tricks to make your Procedural Shading Workflow more Efficient

Oliver will show you two techniques that made the procedural shading workflow at RISE much more efficient. First, he will talk about old-school texture-bombing. Even though this technique has been around for decades,  it is massively under-utilized because there is no out-of-the-box support for it in any render-package. Oliver will demonstrate the RISE texture-bomber on two shots from the Amazon series "Beat" and show you how to implement it in VEX. In the second part you will learn how RISE implemented a fully automated texture-baking process for large scale production scenes. It consists of VOP nodes that define bake-points in your shading-tree, a SOP node to setup the bake and a bit of python that analyzes your current scene and builds up all the necessary baketexture ROPs.


Oliver Markowski | RISE

Oliver Markowski is the CG Supervisor at RISE | Visual Effects Studios’ Munich facility. Before joining the RISE team, Oliver previously worked as a Freelancer for notable companies including Scanline, Trixter, Mackevision and Framestore. Oliver is an active board member of the German section of the Visual Effects Society and a proud self-dubbed geek who builds gadgets like his own low-budget mini light-stage for face scanning in his spare time.

5:00 PM | Wednesday | July 31

The Battle to End All Battles - Weta Digital Presents the FX of Avengers: Endgame

Starting with the destruction of the Avengers’ compound and diving deep into the lasers, thrusters, nano-tech, and the far-reaching power of the Infinity Stones, Weta Digital FX Supervisor Gerardo Aguilera presents how his team utilized the power of Houdini to bring it all together.Screen reader support enabled.    Starting with the destruction of the Avengers’ compound and diving deep into the lasers, thrusters, nano-tech, and the far-reaching power of the Infinity Stones, Weta Digital FX Supervisor Gerardo Aguilera presents how his team utilized the power of Houdini to bring it all together. 


Gerardo Aguilera | Weta Digital

Gerardo Aguilera is an Effects Supervisor who has over 14 years’ experience in visual effects and plays a crucial role in creating effects for many of Weta Digital’s high-profile films. He has recently finished effects supervision for Avengers: Endgame which required a profusion of battle and magical effects of varying magnitudes. Gerardo specializes in volumetrics—namely explosions, fire, dust, and smoke. Over the last few years he has been working on the development of setups and rigs for these types of effects in Weta’s in house volumetric solver Synapse. 

Gerardo joined Weta at the beginning of 2012 for The Hobbit: An Unexpected Journey. He has since led the FX team on award-winning projects including Avengers: Infinity War; and The Jungle Book. In 2019 Gerardo received the VES Award for Outstanding Effects Simulations in a Photoreal Feature for his contribution to Avengers: Infinity War. Prior to joining Weta Digital, Gerardo worked on commercials as a 3D generalist. He has an Engineering Degree in Computer Science and a Diploma in Visual Effects and Animation. Gerardo is currently working on an announced show.

Thursday | August 1
9:30 AM | Rigging
10:00 AM | Agents & Simulation
10:30 AM | Shading & Rendering 

Crowd Workshops 

It does not take an army of artists to make a crowd shot! This workshop is intended for generalists or small teams of versatile artists who wish to become familiar with the crowd toolset in Houdini. This three-part workshop covers the key concepts of a usual crowd workflow. Starting with rigging, we will see how to draw bones, capture a geometry and create a digital asset from our rig. Then, we will animate our character, set up agents and simulate the crowd. Finally, we will light, shade and render our scene.


Louis-Philippe Clavet | Freelance

Louis-Philippe is a visual effects artist, educator and student researcher from Montreal. Being very involved in the community, he has also been running the Montreal Houdini User Group since its very beginning in 2015. Besides his CG Supervisor position at FOLKS, Louis-Philippe is currently a master's student at NAD school. His research will lead to a better understanding of the practices of visual effects artists using procedural workflows.


11:00 AM | Thursday | August 1

SOLARIS Reveal: Layout, Look dev & Lighting

In this talk, Scott will introduce SideFX Solaris, a powerful new layout, look dev and lighting platform coming to Houdini 18 later this year. Solaris brings a robust set of dedicated tools to Houdini that are built on a native foundation of Pixar's USD initiative. Working in the new lighting context called LOPS, Scott will show you how these amazing new tools make it easy to support a fully integrated USD-based pipeline. There will also be a sneak peek demo of new rendering technology that you won't want to miss.


Scott Keating | SideFX

Scott Keating is a Senior Product Designer at SideFX specializing in the user experience needs of Houdini artists. He is also an award-winning commercial illustrator, designer, and comic-book artist and his work has been published worldwide, in magazines, books, comics, and commercial products.