Hi all, a quick update on some upcoming events:
1) June 4: Houdini HIVE (Paris) - https://www.sidefx.com/community/houdini-hive-paris-2019/ [www.sidefx.com]
2) June 6: The VFX Festival (London) - hosted by Pearson College / Escape Studios - https://www.pearsoncollegelondon.ac.uk/escape-studios/the-vfx-festival/after-hours.html [www.pearsoncollegelondon.ac.uk]
3) June 11: Annecy (France) - Spider-Man: Into the Spider-Verse - https://www.annecy.org/programme/index:rdv-200001501342
4) June 13: End User Event (Utrecht) - Moritz Schwind and Henry Foster (aka Toadstorm) cover MOPs
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News » Upcoming Events
- chrishebert
- 92 posts
- Online
News » GDC Presenations
- chrishebert
- 92 posts
- Online
At GDC 2019 the Houdini HIVE came alive with over 20 gamedev presentations - all of which were recorded and are available now - watch them here: https://sidefx.co/2TWP4bq [sidefx.co]
- David Santiago | Insomniac Games | Marvel’s Spider-Man, meet Houdini
- Elvar Örn Unnþórsson | Flashbulb Games | Building Worlds in Unity
- Stoyan Dimitrov | Space Ape Games | Procedural Race Tracks for Mobile Games
- Cosku Turhan | Magnopus | Bladerunner 2049 & Coco VR
- Valentine Kozin | Rare Ltd | Sea of Thieves: Tech Art and Shader Development
- Luis Garcia | Feline Arts | Simplifying Indie GameDev Workflows
- Will Driscoll & Danilo Moura Silva | Volumetrica | Photogrammetry & Volumetric Video Techniques
- Thomas Iché | Unity VFX | Houdini Tools for Unity VFX Graph
- Kenny Lammers | Indie-Pixel | Building a Large Scale Environment PDG Pipeline | Parts 1 & 2
- Ben House | Bluepoint Games | Houdini as a Comprehensive Gamedev Tool
- Stephen Tucker | Allegro Digital | On the Origin of DarwinProject's Geometry by Means of Houdini
- Mike Lyndon | SideFX | H17.5 GameDev Tools Update
- John Moncrief | SideFX | Intro to Procedural Modelling: Not Just Another Rock Generator
- Fianna Wong | SideFX | Size Matters: The New Measure SOP
- Rob Stauffer | SideFX | PDG Automation Pipeline: Make More Assets
- Ari Danesh | SideFX | Terrain Generation
- Robert Magee | SideFX | Houdini Engine & PDG Pipeline Tools
- Paul Ambrosiussen | SideFX | Rapid Level Creation for Unity Mobile
- Luiz Kruel | SideFX | Photoshop Level Design in Unity
using Houdini Engine
- Danicka Oglesby | SideFX | Creating Assets and Crowds for Unity
- David Santiago | Insomniac Games | Marvel’s Spider-Man, meet Houdini
- Elvar Örn Unnþórsson | Flashbulb Games | Building Worlds in Unity
- Stoyan Dimitrov | Space Ape Games | Procedural Race Tracks for Mobile Games
- Cosku Turhan | Magnopus | Bladerunner 2049 & Coco VR
- Valentine Kozin | Rare Ltd | Sea of Thieves: Tech Art and Shader Development
- Luis Garcia | Feline Arts | Simplifying Indie GameDev Workflows
- Will Driscoll & Danilo Moura Silva | Volumetrica | Photogrammetry & Volumetric Video Techniques
- Thomas Iché | Unity VFX | Houdini Tools for Unity VFX Graph
- Kenny Lammers | Indie-Pixel | Building a Large Scale Environment PDG Pipeline | Parts 1 & 2
- Ben House | Bluepoint Games | Houdini as a Comprehensive Gamedev Tool
- Stephen Tucker | Allegro Digital | On the Origin of DarwinProject's Geometry by Means of Houdini
- Mike Lyndon | SideFX | H17.5 GameDev Tools Update
- John Moncrief | SideFX | Intro to Procedural Modelling: Not Just Another Rock Generator
- Fianna Wong | SideFX | Size Matters: The New Measure SOP
- Rob Stauffer | SideFX | PDG Automation Pipeline: Make More Assets
- Ari Danesh | SideFX | Terrain Generation
- Robert Magee | SideFX | Houdini Engine & PDG Pipeline Tools
- Paul Ambrosiussen | SideFX | Rapid Level Creation for Unity Mobile
- Luiz Kruel | SideFX | Photoshop Level Design in Unity
using Houdini Engine
- Danicka Oglesby | SideFX | Creating Assets and Crowds for Unity
News » PDG Press Release
- chrishebert
- 92 posts
- Online
SIDEFX RELEASES NEW PROCEDURAL DEPENDENCY GRAPH (PDG) TECHNOLOGY TO AUTOMATE PIPELINE TASKS
PDG enhances SideFX’s procedural architecture to distribute tasks and manage dependencies to better scale, automate, and analyze content pipelines for Film, TV, Games, Advertising and VR
TORONTO: March 14, 2019 - SideFX is pleased to announce the release of Procedural Dependency Graph (PDG) technology. The tech is available in the upcoming release of Houdini 17.5 as a new Houdini operating context called TOPs (Task Operators) and as a standalone application called PilotPDG™.
PDG is designed to:
- Describe complex dependencies visually with nodes
- Transform that dependency description into a set of actionable, monitorable tasks
- Distribute those tasks with the help of a scheduler and compute them in parallel
To illustrate the challenge when dealing with dependencies, consider the example of a procedurally-generated city - with a variety of complex buildings, roads and sidewalks, traffic signs, etc. If the technical artist were to make a structural change to the city, the geometry needs to be rebuilt in a sequence of steps - first, build the roads, then create the city blocks, then construct the buildings, followed by windows and interiors, etc. All of these things need to happen in the correct order, to happen as quickly as possible and to leverage all available compute resources with maximum efficiency.
“PDG tackles this problem by generalizing the idea of a dependency graph. Dependency graphs are used all over the industry, but come with an inherent assumption - that nodes in the graph only execute once. PDG creates a highly flexible template graph where many instances of the node are allowed to execute simultaneously,” says Ken Xu, Senior Software Architect, SideFX, “This generalization allows tasks to be parallelized, complex dependencies to be described, and higher level reasoning to be performed where we can now describe what is to happen for processing in general, rather than a specific instance of a problem.”
The richness of the stock nodes of the PDG platform allows users to benefit from visual programming, with huge gains in efficiency by allowing tech artists to avoid writing code to achieve many of the typical workflows. This helps democratize the pipeline ecosystem, giving artists the power of automation while programmers can take advantage of PDG to efficiently distribute pipeline tasks to a compute farm.
The first adopters of the alpha and beta versions of PDG have been pipeline managers at film and game studios, who have found significant workflow efficiencies using this new technology.
As a global leader in computer graphics for media and entertainment, Technicolor has multiple large, global CG pipelines, filled with complex dependencies – an ideal environment for leveraging PDG workflows. “We’re working towards a unified PDG ecosystem to tie together several of our large-scale pipelines,” says Damien Fagnou, SVP Technology and Infrastructure, Technicolor Production Services, “Although we’re still in the early stages of developments, we’re already seeing incredible potential gains, and we’re looking forward to working closely with SideFX as we continue the progression”
Using PilotPDG to streamline their game development pipeline, Bjorn Henriksson, Studio Technical Art Director at EA DICE says, “In PDG we see the first tool that helps manage the complexity of modern game production, and the problems content creators face when dealing with proceduralism, automation and dependencies.”
Also in the games segment, Andrius Drevinskas, Senior VFX artist at Guerrilla Games/SONY says, “Scalability is the most powerful concept behind PDG. It can scale much larger than traditional CGI tools – processing transactions in parallel locally, on the farm, or in the cloud. PDG comforts us to move away from the paradigm where every single node during the game-dev creation has to be processed linearly before the other processes can be started.”
While PDG is available in Houdini 17.5 onwards, and can be used to manage Houdini workflows, the power of PDG extends to the wider pipeline to other commonly used applications such as Autodesk Maya, Adobe Photoshop, FFMPEG, Thinkbox Software Deadline, and more. Integrations can be developed either by the community, or by software developers such as Adobe.
“We’re excited to work with SideFX on the integration with Adobe Creative Cloud products,” said Pam Clark, Senior Director, Product Management for Photoshop. “It was straightforward for us to develop a PDG node which could interact with Photoshop’s actions, and we’re looking forward to seeing how creative artists will make use of Photoshop in the PDG ecosystem. Moreover, we see this as just the beginning of a series of upcoming integrations with other Adobe apps like Dimension and our newly-acquired Substance suite of materials tools.”
For more detailed information on PDG and PilotPDG, visit http://sidefx.com/pdg [sidefx.com]
About SideFX
Established in 1987, SideFX is a world leader in the development of advanced 3D animation and visual effects software for use in film, commercials and video games. SideFX has been recognized three times with Scientific and Technical awards from the Academy of Motion Picture Arts and Sciences.
Houdini is used by numerous leading digital content creation facilities including: Pixar Animation Studios, Blizzard Entertainment, Blue Sky Studios, Digital Domain, DNEG, Electronic Arts, Framestore, Guerrilla Games, and Sony Pictures Imageworks.
Press Contact:
Christopher Hebert | chebert@sidefx.com
PDG enhances SideFX’s procedural architecture to distribute tasks and manage dependencies to better scale, automate, and analyze content pipelines for Film, TV, Games, Advertising and VR
TORONTO: March 14, 2019 - SideFX is pleased to announce the release of Procedural Dependency Graph (PDG) technology. The tech is available in the upcoming release of Houdini 17.5 as a new Houdini operating context called TOPs (Task Operators) and as a standalone application called PilotPDG™.
PDG is designed to:
- Describe complex dependencies visually with nodes
- Transform that dependency description into a set of actionable, monitorable tasks
- Distribute those tasks with the help of a scheduler and compute them in parallel
To illustrate the challenge when dealing with dependencies, consider the example of a procedurally-generated city - with a variety of complex buildings, roads and sidewalks, traffic signs, etc. If the technical artist were to make a structural change to the city, the geometry needs to be rebuilt in a sequence of steps - first, build the roads, then create the city blocks, then construct the buildings, followed by windows and interiors, etc. All of these things need to happen in the correct order, to happen as quickly as possible and to leverage all available compute resources with maximum efficiency.
“PDG tackles this problem by generalizing the idea of a dependency graph. Dependency graphs are used all over the industry, but come with an inherent assumption - that nodes in the graph only execute once. PDG creates a highly flexible template graph where many instances of the node are allowed to execute simultaneously,” says Ken Xu, Senior Software Architect, SideFX, “This generalization allows tasks to be parallelized, complex dependencies to be described, and higher level reasoning to be performed where we can now describe what is to happen for processing in general, rather than a specific instance of a problem.”
The richness of the stock nodes of the PDG platform allows users to benefit from visual programming, with huge gains in efficiency by allowing tech artists to avoid writing code to achieve many of the typical workflows. This helps democratize the pipeline ecosystem, giving artists the power of automation while programmers can take advantage of PDG to efficiently distribute pipeline tasks to a compute farm.
The first adopters of the alpha and beta versions of PDG have been pipeline managers at film and game studios, who have found significant workflow efficiencies using this new technology.
As a global leader in computer graphics for media and entertainment, Technicolor has multiple large, global CG pipelines, filled with complex dependencies – an ideal environment for leveraging PDG workflows. “We’re working towards a unified PDG ecosystem to tie together several of our large-scale pipelines,” says Damien Fagnou, SVP Technology and Infrastructure, Technicolor Production Services, “Although we’re still in the early stages of developments, we’re already seeing incredible potential gains, and we’re looking forward to working closely with SideFX as we continue the progression”
Using PilotPDG to streamline their game development pipeline, Bjorn Henriksson, Studio Technical Art Director at EA DICE says, “In PDG we see the first tool that helps manage the complexity of modern game production, and the problems content creators face when dealing with proceduralism, automation and dependencies.”
Also in the games segment, Andrius Drevinskas, Senior VFX artist at Guerrilla Games/SONY says, “Scalability is the most powerful concept behind PDG. It can scale much larger than traditional CGI tools – processing transactions in parallel locally, on the farm, or in the cloud. PDG comforts us to move away from the paradigm where every single node during the game-dev creation has to be processed linearly before the other processes can be started.”
While PDG is available in Houdini 17.5 onwards, and can be used to manage Houdini workflows, the power of PDG extends to the wider pipeline to other commonly used applications such as Autodesk Maya, Adobe Photoshop, FFMPEG, Thinkbox Software Deadline, and more. Integrations can be developed either by the community, or by software developers such as Adobe.
“We’re excited to work with SideFX on the integration with Adobe Creative Cloud products,” said Pam Clark, Senior Director, Product Management for Photoshop. “It was straightforward for us to develop a PDG node which could interact with Photoshop’s actions, and we’re looking forward to seeing how creative artists will make use of Photoshop in the PDG ecosystem. Moreover, we see this as just the beginning of a series of upcoming integrations with other Adobe apps like Dimension and our newly-acquired Substance suite of materials tools.”
For more detailed information on PDG and PilotPDG, visit http://sidefx.com/pdg [sidefx.com]
About SideFX
Established in 1987, SideFX is a world leader in the development of advanced 3D animation and visual effects software for use in film, commercials and video games. SideFX has been recognized three times with Scientific and Technical awards from the Academy of Motion Picture Arts and Sciences.
Houdini is used by numerous leading digital content creation facilities including: Pixar Animation Studios, Blizzard Entertainment, Blue Sky Studios, Digital Domain, DNEG, Electronic Arts, Framestore, Guerrilla Games, and Sony Pictures Imageworks.
Press Contact:
Christopher Hebert | chebert@sidefx.com
News » Now Available: H17.5 Launch Presentation
- chrishebert
- 92 posts
- Online
H17.5 Launch Presentation now available! [sidefx.co] Learn more about the upcoming H17.5 release from SideFX's Cristin Barghiel, VP R&D, Scott Keating, Senior Product Designer, Ken Xu, Senior Software Architect - with special guest Bill Polson, Global Head of Pipeline and Workflow, MPC Film.
News » H17.5 Presentation
- chrishebert
- 92 posts
- Online
Tomorrow! Learn about the upcoming H17.5 release in this presentation by SideFX's Cristin Barghiel (VP R&D), Scott Keating (Senior Product Designer), Ken Xu (Senior Software Architect) …plus a special guest. Visit SideFX.com on Friday, March 8 at 12 pm EST
Houdini Learning Materials » New Waterwater Masterclass
- chrishebert
- 92 posts
- Online
New Whitewater Masterclass [sidefx.co] just published - by SideFX developer Omar Zarifi
This masterclass covers features of the redesigned whitewater system in Houdini 17. It starts with an overview of the major changes to the system. The new workflow is then demonstrated by adding whitewater to several simple scenarios, including a beach and a rock splash.
This masterclass covers features of the redesigned whitewater system in Houdini 17. It starts with an overview of the major changes to the system. The new workflow is then demonstrated by adding whitewater to several simple scenarios, including a beach and a rock splash.
Houdini Learning Materials » Learning Material Summary
- chrishebert
- 92 posts
- Online
Some new additions to the Houdini Learning Material Worksheet [sidefx.co] to the worksheet, including:
Making of Toon-shading Look Fluid Effects | Masato Tsuzuki
Houdini Rendering & De-noising | Mark Elendt
The Virtual Form | Luigi Honorat
Algorithmic Design with Houdini | Junichiro Horikawa
Procedural Hard Surface Design | Akira Saito
Material-Based Dynamics | Rob Stauffer
Vellum Cloth | Rob Stauffer
Vellum Cloth Basics (from THUG) | Sara Rascon
Quixel Bridge / Houdini Live Link | Quixel TechArt Team
H17 Masterclass: Vellum Drape | Jeff Lait
Brick Smash Part 3 | Next Steps | Mark Spevick
Brick Smash Part 2 | Under the Hood | Mark Spevick
Brick Smash Part 1 | Off the Shelf | Mark Spevick
Houdini Game Tools | Luiz Kruel, Mike Lyndon + Paul Ambrosiussen
H17 Masterclass: Vellum Overview | Jeff Lait
Jeff's Top 10 Features of H17 | Jeff Wagner
H17 Masterclass: Terrains / Heightfield Scatter | Ari Danesh
Houdini Connect: Reflection & Notion | Students
Houdini Connect: Houdini Education in France | Various Schools
Houdini Connect: Lloyds Bank - Running of the Horses | The Mill
Making of Toon-shading Look Fluid Effects | Masato Tsuzuki
Houdini Rendering & De-noising | Mark Elendt
The Virtual Form | Luigi Honorat
Algorithmic Design with Houdini | Junichiro Horikawa
Procedural Hard Surface Design | Akira Saito
Material-Based Dynamics | Rob Stauffer
Vellum Cloth | Rob Stauffer
Vellum Cloth Basics (from THUG) | Sara Rascon
Quixel Bridge / Houdini Live Link | Quixel TechArt Team
H17 Masterclass: Vellum Drape | Jeff Lait
Brick Smash Part 3 | Next Steps | Mark Spevick
Brick Smash Part 2 | Under the Hood | Mark Spevick
Brick Smash Part 1 | Off the Shelf | Mark Spevick
Houdini Game Tools | Luiz Kruel, Mike Lyndon + Paul Ambrosiussen
H17 Masterclass: Vellum Overview | Jeff Lait
Jeff's Top 10 Features of H17 | Jeff Wagner
H17 Masterclass: Terrains / Heightfield Scatter | Ari Danesh
Houdini Connect: Reflection & Notion | Students
Houdini Connect: Houdini Education in France | Various Schools
Houdini Connect: Lloyds Bank - Running of the Horses | The Mill
BYOC + Illume » HDA Building PT 2 | Jeff Wagner | July 18, 2018
- chrishebert
- 92 posts
- Online
lifire
Does anyone know what happened to the video: https://vimeo.com/280639638/ [vimeo.com]
Thanks!
We took it down because too many people were complaining about the audio quality…here's the link [vimeo.com] but keep in mind the audio's not perfect!
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- chrishebert
- 92 posts
- Online
BROADCAST NOV 19, 2018
ORIGINAL DESCRIPTION:
Learn what's possible with the brand new SideFX Houdini integration — out now as one of the new Live Links in Quixel Bridge 2018.5! Check out the preview here: https://www.youtube.com/watch?v=8kQLkFyFG_U [www.youtube.com]
The SideFX Houdini Live Link is an extensive and powerful plugin that allows you to import assets from Bridge, scatter them, create custom triplanar setups, create geometry from atlases, and more.
ORIGINAL DESCRIPTION:
Learn what's possible with the brand new SideFX Houdini integration — out now as one of the new Live Links in Quixel Bridge 2018.5! Check out the preview here: https://www.youtube.com/watch?v=8kQLkFyFG_U [www.youtube.com]
The SideFX Houdini Live Link is an extensive and powerful plugin that allows you to import assets from Bridge, scatter them, create custom triplanar setups, create geometry from atlases, and more.
Edited by chrishebert - Nov. 19, 2018 11:42:22
News » SideFX wins an Emmy!
- chrishebert
- 92 posts
- Online
We are incredibly excited to announce that SideFX has been named among the winners of the 70th ANNUAL TECHNOLOGY & ENGINEERING EMMY® AWARDS in the “Cost Effective Crowd Simulation Tools” category [sidefx.co]. A huge thanks to all of the artists who use Houdini to help them craft the world's finest content!
Houdini Learning Materials » H17 Masterclass: Vellum Overview - by Jeff Lait
- chrishebert
- 92 posts
- Online
New Houdini 17 Masterclass: Vellum Overview [sidefx.co] - by SideFX's Jeff Lait - provides an overview of the available solvers, and addresses both their SOP and DOP incarnations
Houdini Learning Materials » Learning Material Summary
- chrishebert
- 92 posts
- Online
Updated the Learning Material worksheet [docs.google.com] with the latest webinars, presentations, tutorials and Houdini Connect vids - including:
H17 Masterclass: Terrains / Ari Danesh
Launch: Houdini 17 Banshee / Cristin Barghiel & Scott Keating
EARTH: Five Elements of VFX / Keith Kamholz
FIRE: Five Elements of VFX / Scott Keating
WOOD: Five Elements of VFX / Steve Knipping
Houdini Reality Capture Plugin / Luiz Kruel
Houdini Foundations - Dynamics / Robert Magee
PANEL: What Makes a CG Superstar?
Does your modelling department suck? / Oliver Markowski
Houdini Concepts for the Maya Artist / John Moncrief
Design Through FX / Ben Watts
AR Transformation Mask / Robert Butterworth & Jeremy Kersey
Hypercubes for VR Noobs / Matt Estela
Procedural Workflows with Houdini and Unity 2018 for Game Artists / Kenny Lammers
Character Adventures - Rigging, Animation and Crowds / Louis Dunlevy
Delayed Load Rendering Workflow / Kenneth Polonski
The Lazy Artist's Guide to Real-time VFX / Mike Lyndon
HDAs & Houdini Engine / Jeff Wagner
Planet Alpha / Adrian Lazar
H17 Masterclass: Terrains / Ari Danesh
Launch: Houdini 17 Banshee / Cristin Barghiel & Scott Keating
EARTH: Five Elements of VFX / Keith Kamholz
FIRE: Five Elements of VFX / Scott Keating
WOOD: Five Elements of VFX / Steve Knipping
Houdini Reality Capture Plugin / Luiz Kruel
Houdini Foundations - Dynamics / Robert Magee
PANEL: What Makes a CG Superstar?
Does your modelling department suck? / Oliver Markowski
Houdini Concepts for the Maya Artist / John Moncrief
Design Through FX / Ben Watts
AR Transformation Mask / Robert Butterworth & Jeremy Kersey
Hypercubes for VR Noobs / Matt Estela
Procedural Workflows with Houdini and Unity 2018 for Game Artists / Kenny Lammers
Character Adventures - Rigging, Animation and Crowds / Louis Dunlevy
Delayed Load Rendering Workflow / Kenneth Polonski
The Lazy Artist's Guide to Real-time VFX / Mike Lyndon
HDAs & Houdini Engine / Jeff Wagner
Planet Alpha / Adrian Lazar
News » Upcoming Webinar: Jeff Wagner's Top 10 Features of H17 Banshee
- chrishebert
- 92 posts
- Online
Upcoming Illume Webinar - Jeff Wagner's Top 10 Features of H17 Banshee - Wed, Oct 24. Register here: https://sidefx.co/2Ai7BmQ [sidefx.co]
Houdini 17 brings a vast set of new and improved features. The big ones are Vellum, Bullet and Fracturing and a new Whitewater Solver.
But it's the ‘smaller’ features that makes this release a stellar one for TDs and TAs. You won't find Vellum on this Top 10 list, nor Bullet and Whitewater …because they are so obvious and tend to suck all the oxygen out of the room. You WILL see the smaller features that prop these features up. The dirty bits so to speak! The ones that can slip under the radar that make a world of difference once you know them.
In the first half of the webinar we'll go through the top 10, and in the second half we'll do a Q&A on everything Houdini 17 - so bring your best questions!
Houdini 17 brings a vast set of new and improved features. The big ones are Vellum, Bullet and Fracturing and a new Whitewater Solver.
But it's the ‘smaller’ features that makes this release a stellar one for TDs and TAs. You won't find Vellum on this Top 10 list, nor Bullet and Whitewater …because they are so obvious and tend to suck all the oxygen out of the room. You WILL see the smaller features that prop these features up. The dirty bits so to speak! The ones that can slip under the radar that make a world of difference once you know them.
In the first half of the webinar we'll go through the top 10, and in the second half we'll do a Q&A on everything Houdini 17 - so bring your best questions!
News » H17 Sneak Peek
- chrishebert
- 92 posts
- Online
In case you were offline (or on Mars) and missed it yesterday, the H17 Banshee Sneak Peek [sidefx.co] is now out. Spearheaded by SideFX's Technical Marketing Lead, Fianna Wong, this is a major group effort - combining work from the stellar SideFX intern team and TDs, plus several talented industry artists. Big juicy kudos to all involved!
Edited by chrishebert - Sept. 27, 2018 10:00:57
News » H17 Launch Event
- chrishebert
- 92 posts
- Online
We're launching H17 in Montreal on Oct 2! If you're in the area, join us for the evening event at Cirque Éloize https://sidefx.co/2N6OFQ2 [sidefx.co] - H17 release will be a week or so after that…
BYOC + Illume » HDA Building PT 2 | Jeff Wagner | July 18, 2018
- chrishebert
- 92 posts
- Online
Ok - public now: https://vimeo.com/280639638/ [vimeo.com]
Edited by chrishebert - July 19, 2018 15:00:00
BYOC + Illume » HDA Building PT 2 | Jeff Wagner | July 18, 2018
- chrishebert
- 92 posts
- Online
Had to do an edit on the video and re-upload - will be making it public this afternoon…
BYOC + Illume » HDA Building PT 2 | Jeff Wagner | July 18, 2018
- chrishebert
- 92 posts
- Online
If you have comments / questions about the HDA Building webinar - you can post them here and Jeff will reply…
ORIGINAL DESCRIPTION:
In Part 2 we will continue looking at Houdini Digital Assets or HDA construction from basics to in depth details. All live in Houdini. All the time building up HDAs to demonstrate all features.
This webinar will focus on expanded use of HDAs in Houdini, making HDA tools and using scripting to make smarter HDAs, and managing these HDAs, picking up ideas from the questions in the first HDA webinar.
HDAs are used throughout Houdini from geomtery to shading. From compositing to outputs. Any node network can be captured in an HDA. HDAs can also have behavours by using scripting. As you build more and more HDAs, you need to manage them.
Customizing HDAs is a big part of the work. This requires an in-depth look at the Edit Operator Type Properties dialog as this is the key tool for tool construction.
Managing HDAs is also covered. HDAs are automatically added to context tab menus and you can install assets directly on the shelf. You may have ten, hundreds or thousands of assets to manage in Houdini. You can have multiple assets inside a single .hda file will be discussed. There are command-line tools to help manage HDAs along with three key ways of configuring your environment. Versioning HDAs is also covered along with HDA diff'ing.
ORIGINAL DESCRIPTION:
In Part 2 we will continue looking at Houdini Digital Assets or HDA construction from basics to in depth details. All live in Houdini. All the time building up HDAs to demonstrate all features.
This webinar will focus on expanded use of HDAs in Houdini, making HDA tools and using scripting to make smarter HDAs, and managing these HDAs, picking up ideas from the questions in the first HDA webinar.
HDAs are used throughout Houdini from geomtery to shading. From compositing to outputs. Any node network can be captured in an HDA. HDAs can also have behavours by using scripting. As you build more and more HDAs, you need to manage them.
Customizing HDAs is a big part of the work. This requires an in-depth look at the Edit Operator Type Properties dialog as this is the key tool for tool construction.
Managing HDAs is also covered. HDAs are automatically added to context tab menus and you can install assets directly on the shelf. You may have ten, hundreds or thousands of assets to manage in Houdini. You can have multiple assets inside a single .hda file will be discussed. There are command-line tools to help manage HDAs along with three key ways of configuring your environment. Versioning HDAs is also covered along with HDA diff'ing.
News » New webinar - HDA Building PT 2 - by SideFX's Jeff Wagner
- chrishebert
- 92 posts
- Online
Illume Webinar this Wednesday - HDA Building Part 2 - by SideFX's Jeff Wagner. This session focuses on expanded use of HDAs in Houdini, making HDA tools and using scripting to make smarter HDAs, and managing these HDAs, picking up ideas from the questions in the first HDA webinar. More info and registration. [sidefx.co]
BYOC + Illume » HDA Building | Jeff Wagner | July 11, 2018
- chrishebert
- 92 posts
- Online
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