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BYOC + Illume » HDA Building | Jeff Wagner | July 11, 2018
- chrishebert
- 92 posts
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To answer an obvious question off the top - yes we recorded the session, and it will be posted in the next day or two, along with scene files Jeff used during the session. I'll send out the usual email notification when it's ready.
BYOC + Illume » HDA Building | Jeff Wagner | July 11, 2018
- chrishebert
- 92 posts
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If you have comments / questions about the HDA Building webinar - you can post them here and Jeff will reply…
ORIGINAL DESCRIPTION:
In this presentation we will focus on Houdini Digital Asset or HDA construction from basics to in depth details. All live in Houdini. All the time building up HDAs to demonstrate all features.
HDAs are a powerful way to turn your clever networks in to a single operator that can be referenced millions of times by any numbrer of users. HDAs can be simple nodes with simple uses or complex nodes that do an entire effect.
The webinar will look at planning and design of networks for HDAs, making HDAs and deploying HDAs for single users or for entire facilities.
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 enviornment. Versioning HDAs is also covered along with HDA diff'ing.
Finally examples of HDAs will be given for all the various network types including Objects, SOPs, ROPs, Materials, VOPs and more.
ORIGINAL DESCRIPTION:
In this presentation we will focus on Houdini Digital Asset or HDA construction from basics to in depth details. All live in Houdini. All the time building up HDAs to demonstrate all features.
HDAs are a powerful way to turn your clever networks in to a single operator that can be referenced millions of times by any numbrer of users. HDAs can be simple nodes with simple uses or complex nodes that do an entire effect.
The webinar will look at planning and design of networks for HDAs, making HDAs and deploying HDAs for single users or for entire facilities.
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 enviornment. Versioning HDAs is also covered along with HDA diff'ing.
Finally examples of HDAs will be given for all the various network types including Objects, SOPs, ROPs, Materials, VOPs and more.
Edited by chrishebert - July 12, 2018 15:21:41
BYOC + Illume » Welcome to the Illume Webinar Series Forum
- chrishebert
- 92 posts
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Hi all,
We'll be adding a thread for each Illume webinar. If we didn't get to your question during the live session you can re-post it here, or ask any follow-up questions.
Cheers,
Chris
We'll be adding a thread for each Illume webinar. If we didn't get to your question during the live session you can re-post it here, or ask any follow-up questions.
Cheers,
Chris
News » New webinar - HDA Building - by SideFX's Jeff Wagner
- chrishebert
- 92 posts
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New webinar - HDA Building - by SideFX's Jeff Wagner. Next Wed, July 11 at 12pm EST. Learn all about Houdini Digital Asset or HDA construction from basics to in-depth details. HDAs are a powerful way to turn your clever networks in to a single operator that can be referenced millions of times by any number of users. HDAs can be simple nodes with simple uses or complex nodes that do an entire effect.
The webinar will look at planning and design of networks for HDAs, making HDAs and deploying HDAs for single users or for entire facilities. More info and free registration [sidefx.co]
The webinar will look at planning and design of networks for HDAs, making HDAs and deploying HDAs for single users or for entire facilities. More info and free registration [sidefx.co]
Houdini Learning Materials » Learning Material Summary
- chrishebert
- 92 posts
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Updated the Digital Learning Material worksheet [sidefx.co] with the items we've published since March, including…
- GDC presentations (Matt Vitalone on Call of Duty, Anastasia Opara, Alex Dracott on Terrains, etc)
- Game Tools tutorials by Luiz Kruel and Mike Lyndon
- High-res Mesh Pipeline tutorial by Michael Pavlovich
- Material Style Sheets webinars by Jeff Wagner
- The Mill's Will MacNeil on Adventures In Procedural Design
- Game Asset Modelling for Unity tutorials by Kenny Lammers
- Vertex Animation Texture splashes by Andreas Glad
- FMX presentations (Custom Shading in Game Trailers by Sergio Caires, Water by Jeff Wagner, Simon Holmedal, ETC, Entagma etc)
- Pyro webinar by Jeff Wagner
- Utrecht presentations (lots of sessions in both advertising/motion graphics and gamedev/VR)
- and others…check out the full list in the worksheet…
- GDC presentations (Matt Vitalone on Call of Duty, Anastasia Opara, Alex Dracott on Terrains, etc)
- Game Tools tutorials by Luiz Kruel and Mike Lyndon
- High-res Mesh Pipeline tutorial by Michael Pavlovich
- Material Style Sheets webinars by Jeff Wagner
- The Mill's Will MacNeil on Adventures In Procedural Design
- Game Asset Modelling for Unity tutorials by Kenny Lammers
- Vertex Animation Texture splashes by Andreas Glad
- FMX presentations (Custom Shading in Game Trailers by Sergio Caires, Water by Jeff Wagner, Simon Holmedal, ETC, Entagma etc)
- Pyro webinar by Jeff Wagner
- Utrecht presentations (lots of sessions in both advertising/motion graphics and gamedev/VR)
- and others…check out the full list in the worksheet…
Edited by chrishebert - June 20, 2018 09:11:54
News » Five Elements of VFX - Water (Jeff Wagner at FMX 2018)
- chrishebert
- 92 posts
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We just launched the first in a new series of presentations we're titling “5 Elements of VFX” - water, fire, earth, wood, and metal - each presented by a different Houdini expert, who will bring their own experience and wisdom to the topic.
This first session (Water) [vimeo.com] - presented by SideFX's Jeff Wagner at FMX 2018 - is all about working with water inside Houdini. Learn about many different ways you can use to make, shape and bend water entirely in Houdini. Make water conform to deforming shapes, creating directed stormy oceans, calm water with ripples, dripping water, water with variable viscosity, bubbles inside water and more.
The series was inspired by some awesome artwork - created in Houdini by Transistor Studios in Japan - which features their take on these five elements.
This first session (Water) [vimeo.com] - presented by SideFX's Jeff Wagner at FMX 2018 - is all about working with water inside Houdini. Learn about many different ways you can use to make, shape and bend water entirely in Houdini. Make water conform to deforming shapes, creating directed stormy oceans, calm water with ripples, dripping water, water with variable viscosity, bubbles inside water and more.
The series was inspired by some awesome artwork - created in Houdini by Transistor Studios in Japan - which features their take on these five elements.
News » FMX Presentations
- chrishebert
- 92 posts
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FMX presentations [sidefx.co] are posted… with sessions by Simon Holmedal, Entagma, Axis Studios, The Mill, and Electric Theatre Collective
News » Houdini HIVE Utrecht
- chrishebert
- 92 posts
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SideFX is heading to the Netherlands to host Houdini HIVE Utrecht [sidefx.co] - on Wednesday, June 6 - featuring a packed day of informative sessions in two tracks: Advertising/Motion Graphics and Video Game Development. CG industry professionals will share insights on recent Houdini-related projects - and SideFX product experts will provide learning on features and workflows. Check out the growing list of speakers below and stay tuned for the full schedule. We'd love to see you!
https://sidefx.co/utrecht [sidefx.co]
https://sidefx.co/utrecht [sidefx.co]
News » 3D World Digital Supplement
- chrishebert
- 92 posts
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Here’s a round-up of some recent Houdini articles published in 3D World Magazine [issuu.com], including: a beginner pyro tutorial - an interview with Entagma's Moritz Schwind - 15 Houdini tips - a tutorial on simulating a flamethrower - how Germany's RISE FX uses Houdini's procedural workflows on blockbuster films - a feature on SideFX - and more…
- Chris
- Chris
Edited by chrishebert - May 7, 2018 14:43:38
News » SHED's Lotto Max Bear
- chrishebert
- 92 posts
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We just launched a new Houdini Connect video [sidefx.co] - featuring SHED’s work on an animated Lotto Max commercial.
SHED used Houdini in a wide variety of ways, including character FX (fur creation and grooming, sliding skin using a cloth solver, etc), environments, lighting/lookdev, etc.
One of their key highlights was that it was 'great to have a software where the fur and snow sim could interact together’.
Great work by Bill Self on the video capture and editing!
- Chris
SHED used Houdini in a wide variety of ways, including character FX (fur creation and grooming, sliding skin using a cloth solver, etc), environments, lighting/lookdev, etc.
One of their key highlights was that it was 'great to have a software where the fur and snow sim could interact together’.
Great work by Bill Self on the video capture and editing!
- Chris
News » Upcoming Webinar - Material Style Sheets: Part 2
- chrishebert
- 92 posts
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News » Upcoming Webinar - Material Style Sheets: Part 2
- chrishebert
- 92 posts
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Upcoming webinar - Material Style Sheets: Part 2 - next Wed, April 18 at 12pm EST
By Jeff Wagner, Senior Production Consultant
Info & Registration [sidefx.co]
Part 2 on MSS will focus on CVEX overrides and using MSS outside of Houdini. The bottlecaps example will be worked up from scratch in Houdini, looking at the process of using VOPs to construct a CVEX run-time procedural. We will use a CVEX program shader to drive property overrides in turn to randomly select different texture maps to apply to the packed primitive bottle caps.
By Jeff Wagner, Senior Production Consultant
Info & Registration [sidefx.co]
Part 2 on MSS will focus on CVEX overrides and using MSS outside of Houdini. The bottlecaps example will be worked up from scratch in Houdini, looking at the process of using VOPs to construct a CVEX run-time procedural. We will use a CVEX program shader to drive property overrides in turn to randomly select different texture maps to apply to the packed primitive bottle caps.
Edited by chrishebert - April 12, 2018 20:31:12
News » New webinar - Material Style Sheets (Jeff Wagner)
- chrishebert
- 92 posts
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News » GDC Presentations
- chrishebert
- 92 posts
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Almost all of the GDC presentations are posted now… (Scott Keating's session coming soon!)
6) High Quality Integrated Workflows Made Easy - by Mike Lyndon
7) Automated Photogrammetry To Game Res Pipeline - by Luiz Kruel
8) Game Development Tips and Tricks - by Luiz Kruel
9) Texturing using Quixel Megascans - by Luiz Kruel
10) Houdini Foundations - by Robert Magee
11) Cinematic VR: Immersive Storytelling with Houdini - by New Reality Co
12) Building Terrains - by Ari Danesh
13) Game Development Made Easy Using Houdini - by Paul Ambrosiussen
14) Houdini Engine for Autodesk Maya & 3DS Max - by Robert Magee
LINK [sidefx.co]
6) High Quality Integrated Workflows Made Easy - by Mike Lyndon
7) Automated Photogrammetry To Game Res Pipeline - by Luiz Kruel
8) Game Development Tips and Tricks - by Luiz Kruel
9) Texturing using Quixel Megascans - by Luiz Kruel
10) Houdini Foundations - by Robert Magee
11) Cinematic VR: Immersive Storytelling with Houdini - by New Reality Co
12) Building Terrains - by Ari Danesh
13) Game Development Made Easy Using Houdini - by Paul Ambrosiussen
14) Houdini Engine for Autodesk Maya & 3DS Max - by Robert Magee
LINK [sidefx.co]
Edited by chrishebert - April 8, 2018 12:01:19
News » New webinar - Material Style Sheets (Jeff Wagner)
- chrishebert
- 92 posts
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New webinar - Material Style Sheets [sidefx.co] - by Jeff Wagner this Thursday at 11am EST
Use Material Style Sheets to apply material looks and Mantra render properties to Packed archives. Review SOHO and how it relates to Material Style Sheets. A few simple examples will be worked up from scratch covering the most used options of Material Style sheets.
We'll also look at the bottlecaps example. This was the very first use of Material Style Sheets by Fianna Wong and Jeff Wagner which uses a CVEX program shader to drive property overrides in turn to randomly select different texture maps to apply to the packed primitive bottle caps.
Finally we will create some standard Material Style Sheets on disk as JSON files for re-use on any scene geometry through Mantra ROPs and calling Mantra from the command line. This also includes how to pack up materials as JSON files so you don't have to include shaders inside the IFD file. Just call them. We will also look at the Mantra default properties which also is a material style sheet JSON file. Register here [sidefx.co]
Use Material Style Sheets to apply material looks and Mantra render properties to Packed archives. Review SOHO and how it relates to Material Style Sheets. A few simple examples will be worked up from scratch covering the most used options of Material Style sheets.
We'll also look at the bottlecaps example. This was the very first use of Material Style Sheets by Fianna Wong and Jeff Wagner which uses a CVEX program shader to drive property overrides in turn to randomly select different texture maps to apply to the packed primitive bottle caps.
Finally we will create some standard Material Style Sheets on disk as JSON files for re-use on any scene geometry through Mantra ROPs and calling Mantra from the command line. This also includes how to pack up materials as JSON files so you don't have to include shaders inside the IFD file. Just call them. We will also look at the Mantra default properties which also is a material style sheet JSON file. Register here [sidefx.co]
Edited by chrishebert - March 27, 2018 21:27:26
News » GDC Presentations
- chrishebert
- 92 posts
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Here's the first round [sidefx.co] of the sessions given at last week's Game Developer Conference in San Francisco - including:
1) Creating Real-Time Oceans for Call of Duty: WWII - by Matt Vitalone
2) Creativity of Rules and Patterns - by Anastasia Opara
3) Procedural Tools for Building VR worlds - by Mike Murdock
4) Generating HeightField Terrain Textures in Houdini - by Alex Dracott
5) Procedural Game Content Workflows in Houdini, Houdini Engine, and Unity - by Kenny Lammers
More to come soon…
1) Creating Real-Time Oceans for Call of Duty: WWII - by Matt Vitalone
2) Creativity of Rules and Patterns - by Anastasia Opara
3) Procedural Tools for Building VR worlds - by Mike Murdock
4) Generating HeightField Terrain Textures in Houdini - by Alex Dracott
5) Procedural Game Content Workflows in Houdini, Houdini Engine, and Unity - by Kenny Lammers
More to come soon…
Edited by chrishebert - April 8, 2018 12:01:44
News » New Tutorial Series: High-res Mesh Pipeline
- chrishebert
- 92 posts
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Just launched: a tutorial series by Certain Affinity's Mike Pavlovich - where he takes us through the ZBrush-Houdini High-res Mesh Pipeline [sidefx.co].
“After watching these short intro-level videos, you'll be able to create your own automated pipeline for asset creation in minutes. With just a few nodes strung together, you will save yourself literally hours of work, going from high res source to engine-ready asset in no time.”
Mike worked with us on the spaceship used in the Houdini demo game “Brimstone” created by Luiz Kruel, Mike Lyndon and Paul Ambrosiussen. (…more on this coming soon!)
“After watching these short intro-level videos, you'll be able to create your own automated pipeline for asset creation in minutes. With just a few nodes strung together, you will save yourself literally hours of work, going from high res source to engine-ready asset in no time.”
Mike worked with us on the spaceship used in the Houdini demo game “Brimstone” created by Luiz Kruel, Mike Lyndon and Paul Ambrosiussen. (…more on this coming soon!)
Edited by chrishebert - March 26, 2018 13:09:57
News » Houdini Foundations - The Book
- chrishebert
- 92 posts
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By popular demand, we've published a Houdini Foundations book [www.sidefx.com].
Written by SideFX product expert Robert Magee, it's a 100-page book directed at artists getting started with Houdini and its node-based procedural workflow. Even though it covers foundational topics we think Houdini users at all levels will find it useful as reference - plus it has a keystrokes map on the back cover which is useful for everyone.
The PDF is available for download now, and we'll be printing some to distribute at GDC. The plan is to sell it through an online ‘print-on-demand’ bookstore. Details to come soon!
Written by SideFX product expert Robert Magee, it's a 100-page book directed at artists getting started with Houdini and its node-based procedural workflow. Even though it covers foundational topics we think Houdini users at all levels will find it useful as reference - plus it has a keystrokes map on the back cover which is useful for everyone.
The PDF is available for download now, and we'll be printing some to distribute at GDC. The plan is to sell it through an online ‘print-on-demand’ bookstore. Details to come soon!
Edited by chrishebert - March 19, 2018 07:40:40
News » New Games Page
- chrishebert
- 92 posts
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We launched a new Houdini for Games info page [www.sidefx.com] this week, showcasing the new games reel [vimeo.com], plus presentations and Houdini Connect videos featuring Anastasia Opara, Ewan Croft, Ubisoft Paris, eXiin, Alexander Dracott, Robert Magee, Saber Jlassi, Mike Lyndon, and Axis Studios.
It's designed to be a high level overview with a focus on Houdini's best strengths in gamedev - FX, Environments, Terrains and Procedural Modelling - plus highlight the new (and ever-expanding) game shelf tools being developed by the SideFX games technical artists (Luiz Kruel, Mike Lyndon, and Paul Ambrosiussen).
It's designed to be a high level overview with a focus on Houdini's best strengths in gamedev - FX, Environments, Terrains and Procedural Modelling - plus highlight the new (and ever-expanding) game shelf tools being developed by the SideFX games technical artists (Luiz Kruel, Mike Lyndon, and Paul Ambrosiussen).
Edited by chrishebert - March 19, 2018 07:41:40
News » GDC
- chrishebert
- 92 posts
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We're bringing the Houdini HIVE to GDC in San Francisco on March 21-23 - with educational and inspiring presentations by both SideFX technical experts and industry professionals. Join us at the booth to discover how game studios use Houdini's procedural software to create content for games, virtual worlds and more. Chat with experts at the demo pod to get a closer look at Houdini's procedural node-based tools or try your hand at the Marshmallow Melee VR Tournament for a chance to win a custom Houdini gamepad.
More info [www.sidefx.com]
More info [www.sidefx.com]
Edited by chrishebert - March 8, 2018 08:07:55
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