VR Playhouse is looking for 2-3 mid level Houdini artists in the Los Angeles area.
Looking mostly for Houdini generalists but will consider all skills, and skill levels. beneficial skills would be, procedural modeling, destruction, pyro, python scripting, and tool building.
Commitment is for 12-15 weeks, but we are looking to fill one full-time position.
This is a Los Angeles based job that must be in-house in our studio in Glassell Park, just north of Downtown - 90065.
Please email jordan@vrplayhouse.com with the appropriate information.
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Houdini Jobs » Houdini Artists Needed in LA
- sl0throp
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Technical Discussion » IFD Creation Efficiency
- sl0throp
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Also make sure that your sop is set to load Packed primitive and not full geometry. This should greatly speed up, as well as reduce file size on the .ifd. I just finished rendering scenes with 150+ million poly's, all packed, some animating and the .ifd size was generally around 35 mbs.
Technical Discussion » the $JOB variables
- sl0throp
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Just set it in the aliases and variables under the edit menu in Houdini. It won't go away.
Houdini Indie and Apprentice » How to speed up Mantra
- sl0throp
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I have not yet used Redshift for Houdini, but used it extensively in Maya. Really nice renderer.
Houdini rendering - The new docs are much better at working through the Mantra rendering pipeline. It is a complicated one for sure, compared to many packages where you can kind of leave your scene as is and hit the render button. The new docs do a much better job of explaining how to properly render in Mantra.
That said, if you are working on a large scale project that will be render intensive, if you go through the proper steps to get your scene fully optimized then Mantra is actually exceptionally fast, with very high quality results. Also, it is capable of handling very, very large poly count scenes, where other packages would just fail. But this means that you must,use the sampling planes to give you feedback so that you can set your render and shader settings correctly. Learn how to use packed primitives to write all your data to disk, generate IFD files, etc. I have been rendering crazy scenes at 4KX4k and the render times are very acceptable. I have seen scenes that go from 20-30 minutes with hitting Render To Mplay, once optimized get down to around 5-7 minutes when correctly rendered. Add 1-2 minutes for the .ifd generation and it is still a huge savings.
Houdini rendering - The new docs are much better at working through the Mantra rendering pipeline. It is a complicated one for sure, compared to many packages where you can kind of leave your scene as is and hit the render button. The new docs do a much better job of explaining how to properly render in Mantra.
That said, if you are working on a large scale project that will be render intensive, if you go through the proper steps to get your scene fully optimized then Mantra is actually exceptionally fast, with very high quality results. Also, it is capable of handling very, very large poly count scenes, where other packages would just fail. But this means that you must,use the sampling planes to give you feedback so that you can set your render and shader settings correctly. Learn how to use packed primitives to write all your data to disk, generate IFD files, etc. I have been rendering crazy scenes at 4KX4k and the render times are very acceptable. I have seen scenes that go from 20-30 minutes with hitting Render To Mplay, once optimized get down to around 5-7 minutes when correctly rendered. Add 1-2 minutes for the .ifd generation and it is still a huge savings.
Technical Discussion » Node based alternative to takes
- sl0throp
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I use takes all the time and they work great, but depending on what you want to do the wedgeRop can work well
http://www.sidefx.com/docs/houdini/nodes/out/wedge [sidefx.com]
http://www.sidefx.com/docs/houdini/nodes/out/wedge [sidefx.com]
Technical Discussion » Render Layer not Appearing in Beauty
- sl0throp
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Try deleting everything but the subsurface nodes in a shader, and dissect from there. There will be quite a bit of switches, two-ways, et all. Try tracing the lines back to see how they function. This is the best way to really learn how to control your shaders in Houdini. Most often I work with stripped down shaders, lately the principled shader, which gives great results, and is fairly straightforward.
Often times, one does not need all the bells and whistles, with every choice under the hood for every shader. I would start simple first, and follow connections. It is the greatest shader editing environment that I have ever worked in, with so much to learn that you will never be bored. I learn something new everyday.
Often times, one does not need all the bells and whistles, with every choice under the hood for every shader. I would start simple first, and follow connections. It is the greatest shader editing environment that I have ever worked in, with so much to learn that you will never be bored. I learn something new everyday.
Technical Discussion » quixel....and houdini
- sl0throp
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I use Quixel with Houdini all the time. Between Substance, I like Quixel more, and you can work at any resolution. The workflow is a little weird but once you get used to it, it is very powerful. It has many different presets including Disney PBR , and CGX which translates well to either shader. I would say between the two Substance is more stable, but I find Quixel really nice to work with and the results are great. You can then just paint directly in PSD, which with substance you would need another program.
I would also say, Houdini's new baking engine, and vops are also a very powerful tool, with very high quality results. The new curvature, triplaner vops, along with the best noise stuff going are really awesome.
I would also say, Houdini's new baking engine, and vops are also a very powerful tool, with very high quality results. The new curvature, triplaner vops, along with the best noise stuff going are really awesome.
Houdini Lounge » quadro m4000 display card driver problem.
- sl0throp
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I have this card as well and have to admit, I have more than a few viewport problems. Houdini's viewport has always kinda been a little underwhelming, and I always kinda chalk it up to that. I have only had this card for about a month, but did a full driver re-install the other day. I am not sure yet if has helped really.
I always feel like there is some opengl setting that I am missing somewhere in Houdini
I always feel like there is some opengl setting that I am missing somewhere in Houdini
Edited by sl0throp - June 13, 2016 10:53:23
Houdini Indie and Apprentice » Lofting 2 curves to create a new peice of geo.
- sl0throp
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Are your curves Nurbs or Polylines? I do this all the time with no problem. Take one curve, transform it, merge, skin, keep as nurbs, then convert.
Post a file and I will look a it.
Post a file and I will look a it.
Technical Discussion » Fluid Splash like RealFlow
- sl0throp
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Somewhere, I think odforce, there is a file that does this. I would do a search for flip fluid follows curve, or something.
It involves creating velocity volumes along along the curve to push the sim, but it works great.
It involves creating velocity volumes along along the curve to push the sim, but it works great.
Technical Discussion » No AE export? [solved]
- sl0throp
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Technical Discussion » Houdini Geometry Export to Maya
- sl0throp
- 258 posts
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Technical Discussion » Melting an animated object
- sl0throp
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You could adopt the methodology of that tutorial with a few modifications. Instead of using an object and attribute transfer to define the melting; use a frame from the animated mesh, front project some UV's and use a ramp to define the melt attribute. Since the attribute is calculated on the uv's now it will translate as the object animates.
Houdini Engine for Unity » Unity Terrain data
- sl0throp
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This is a limitation in UE4 as well but it is fairly easy to get a Houdini terrain into it by using a height map. I imagine you could do the same in Unity, maybe not…I usually limit my high res displacement to the Y axis, side project the UV's and render from the top down with an Ortho camera at 4k or 8k with a black and white gradient. You then have to scale the geo in Y to match the height, but I find that you can get this exact, I have done terrain, and matched geometry placement into a few engines this way with no problems.
Houdini Indie and Apprentice » Exploding glass bottle
- sl0throp
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If you have a pre-fractured object you probably should start with an RBD Glue object and not an RBD Fractured object, and look into setting your glue strength.
Technical Discussion » scheduling renders when offline
- sl0throp
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Here is an an example to get you started.
“C:\Program Files\Side Effects Software\Houdini 14.0.395\bin\hbatch.exe” -c “render -Va -f 1-10 /out/my_render_rop” c:\my_houdini_project\my_houdini_project.hip
“C:\Program Files\Side Effects Software\Houdini 14.0.395\bin\hbatch.exe” -c “render -Va -f 1-10 /out/my_render_rop” c:\my_houdini_project\my_houdini_project.hip
Technical Discussion » CHOP export TouchDesigner to Houdini
- sl0throp
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Your file is named td_to_hd_bullychop.chan_303.hip but it is not a hip file but .chan file. I changed the name to td_to_hd_bullychop.chan and imported into a chop network in Houdini with a file chop and everything was fine. I have shared .chan files between, Touch, Houdini and Nuke without every really encountering an issue.
Technical Discussion » Retime whitewater
- sl0throp
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Did you turn off re-seeding like the first poster suggested? Popping on a time blend usually is re-seeding on, as it will recycle point numbers and timeblend wont work.
Houdini Engine for Unreal » How to fix Polly squares on geo?
- sl0throp
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Technical Discussion » Begginer Question: Attr VOP - Point color, where?
- sl0throp
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Cd is the attribute for dealing with color, whether it is points/vertex or primitive. The new vop approach is to use attributeVop but there is really not much difference between the old vopSop, but now we can import attributes other than just point, and we use the importPoint, importVertex etc to distinguish.
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