HIVE Utrecht 2018 Presentations

Posted June 11, 2018
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At Houdini HIVE Utrecht, the community came together for a packed day of informative sessions in two tracks: Advertising/Motion Graphics and Video Game Development. Below are online videos of some of presentations where recording was possible.


Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier

How do you create 100 square km of wilderness with a terrain changing every day? One of the challenges with a modern open world is its sheer size. Not every square meter of the world will receive the attention of a level artist or a level designer. Yet while filling empty space is easy, creating natural-looking environments is a bigger challenge.

Ubisoft's solution on 'Far Cry 5' was to develop a set of procedural tools to generate biomes, texture the terrain, setup freshwater networks, generate cliff rocks and more. Procedural technical artist Étienne Carrier walks you through how they tacked this challenge.


Destroy the Shoe | Tim van Helsdingen

Colorbleed asked Tim to come on board once again to work on a single-shot FX filled extravaganza for Solidgear. Tim outlines his setups, the issues they faced, and how they handled the Houdini > Maya/Vray pipeline.


Point by Point | Simon Fiedler

Simon demonstrates a collection of techniques on how to create geometry using simple VEX code and deforming objects with generated data.


Adapting Houdini FX into Your Pipeline | Helge Maus

PixelTrain's Helge Maus talks about strategies of integrating Houdini FX into small boutique pipelines, shows fields in which this amazing software can help you solve day by day problems and how to approach your first projects. You will see insights, how to build your own learning course, learn more effective and to start making use of Houdini in small steps.

As practical examples, Helge shows two different case studies, in which he worked as a trainer and consultant. The first from an advertising company in Switzerland adding Houdini VFX in their Cinema 4D Pipeline, and one from an artist, who adapted Houdini FX to help him to create stunning art.


Houdini for VR | Scott Keating

Scott demonstrates tools to help you design and plan your virtual worlds - including polygon reduction and procedural set dressing techniques as well as some of the ways Houdini can be used to analyze your scene and optimize your resources.


Houdini for Game Cinematics | Nikolay Skolkov

Nikolay covers some of the techniques used at Wargaming for the mind blowing cinematics they create, including...

1) Rust spreading / Decay:
Step-by-Step walkthrough describing the process of making effect of Rust spreading and decay.
This effect has been used in our recent project that was dedicated to Halloween event. 

2) Low-Cost Sand Storm:
Short story about thing that may save our time. 
Some simple things that give us more than we expect.
Sometimes it's real. 
This time i'll tell about procedural sand storm, that didn't take much time to create, but gave us much more. 

3) FEM Crushed Car 
My first serious experience using FEM.
Out-of-the-shelf solution and a bit of refinement.


Approaching Houdini: Effective Learning Techniques | Mark Spevick

Learning Houdini is EASY?! Well that may be overstating it a tad, but learning it is no different than learning any other app. Pearson College / Escape Studios' Mark Spevick walks through how to approach learning Houdini, and some of the fundamental concepts behind how it works. Understanding these concepts will lay a solid foundation on which to continue building and understanding Houdini.


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