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UPCOMING SESSIONS


HOUDINI PIPELINE BEST PRACTICES
Thursday, Nov 16, 2017 12PM EST
Jeff Wagner, Senior Technology Consultant, SideFX

Pipelines in Film, Commercials and Games can mean different specific things but one thing is common: you are creating and pushing assets around a lot. A good pipeline will allow you to create and manage assets to share between your current project or many projects. Where to save assets. What you should keep and what you shouldn’t. What asset types to save. How to incorporate remote directory  locations. How to make different applications work together. There are a lot of other things that make a good pipeline as well. 




PAST SESSIONS


HOUDINI IN THE PIPELINE
Wednesday, May 31, 2017 12PM EST
Rob Stauffer, Senior Production Consultant, SideFX

Topics include:

  • Houdini integration for beginners
  • Project structure and environment variables
  • Scene assembly
  • Style sheets
  • HDA concepts for pipelines
  • Setting up render passes





HOUDINI VOPs
Thursday, May 25, 2017
Jeff Wagner, Senior Technology Consultant, SideFX

Topics include:

  • VOPs in Mantra ShadingDisplacing geometry in Mantra and SOPs
  • Use of point clouds in both shading and geometry work
  • CVEX and Mantra procedurals
  • Generalized CVEX including support for points, vertices, primitives,  detail attributes, edges and volumes
  • Threading in VOPs/VEX dealing with both small and large data set

HOUDINI'S GAME SHELF TOOLS EXPLORED
Tuesday, April 11, 2017
Luis Kruel, Senior Technical Artist, SideFX

Topics include:

  • Learn how to create simple source scenes for cloth, rigid body breakables, pyro/fires/water and sprites
  • Understand how the Vertex Animation Tool works and how to export the data to Unreal
  • Setup UE4-side data and connect the exported data
  • Live Q&A





GEOMETRY WORKFLOWS IN H16
Monday, April 3, 2017
Jeff Wagner, Senior Technology Consultant, SideFX

SideFX's Jeff "Old School" Wagner dives into geometry workflows in Houdini 16, including the new SOPs and network-building methods.

Topics will include: 

  • Copy SOP replacements 
  • Group SOP replacements 
  • Improvements to ForEach Blocks 
  • New Compile Blocks 
  • Building Efficient SOP networks 
  • Boolean SOP workflows





HOUDINI FOR GAME DEV
Wednesday, November 30, 2016
Michael Lyndon, VFX Lead, The Coalition
Scott Keating, Houdini Product Specialist, SideFX

Houdini for #GameDev - Michael Lyndon from game developer The Coalition is our guest host, joining SideFX's Luiz Kruel - featuring examples from the just-released #GearsOfWar4.

Topics include:

  • Transitioning from Film to Video Games as a Houdini Artist
  • Differences between real-time and offline #VFX for a Houdini artist
  • How to work within the constraints of real-time
  • Rigid body destruction – building and optimizing a pipeline for speed and detail
  • Creating velocity fields and flowmaps
  • Creating looping fire sequences
  • Using Houdini to Prototype ideas
  • How we improved our rain system





HOUDINI FLIP FLUIDS - PART TWO
Thursday, October 27, 2016
Jeff Wagner, Senior Technical Consultant, SideFX

Part Two of Jeff's FLIP webinar will continue from where we left off on Part One - showing you how to leverage the power and ease-of-use of FLIP fluids in Houdini.


NON-VFX VFX
Wednesday, October 19, 2016
Matt Estela, CG Supervisor, Animal Logic
Scott Keating, Product Specialist, SideFX

At this year's SIGGRAPH, Matt Estela spoke about 'non-vfx vfx' - giving examples of how they use procedural techniques on VFX projects. This proved very popular, giving both new and long-term users some ideas of using Houdini that aren't in the usual simulation realm. Quite a few people asked if it could be recorded, others had more specific questions about this or that technique - so a webinar is the perfect format to deal with both of those requests! Matt will show the same demos he showed at SIGGRAPH, but this time with less time pressure and the ability to field questions. And we're sure he'll throw in some other tips and tricks along the way!


HOUDINI PARTICLES - EMITTERS UP

Thursday, September 29, 2016
Ari Danesh, Lead Instructor, SideFX

No shelf tools allowed in this webinar! We will showcase a couple common effects being built from scratch. On the way you will learn how to make repeating particle fx for games and use volumes to render out the cosmic radial explosion effect done in so many films.  We will explore parameters that do not often get used and how to setup particles in Surface Operators before the first birthing even starts.

Ideal for: Beginning to intermediate particle users.


HOUDINI FLIP FLUIDS - PART ONE

Thursday, September 8, 2016
Jeff Wagner, Senior Technical Consultant, 
SideFX

This session will introduce you to the power and ease-of-use of FLIP fluids in Houdini. SideFX's Senior Technology Consultant Jeff Wagner takes you through key FLIP concepts, including FLIP and colliders, FLIP small scale simulations, large scale ocean simulations - plus rendering with whitewater, spray and churn.

Ideal for: Beginning to intermediate particle users.


LEARNING THE WAGNER WAY

Thursday, July 21, 2016 
Jeff Wagner, Senior Technical Consultant, 
SideFX

Over the course of two hours, we'll look at the key ways to get to grips with Houdini on many levels: learning each node, the key nodes to focus on, using attributes, data mining everything, resisting over-designing things and - like all things in the VFX world - how to cheat and deceive in Houdini ...because it's so much fun!


HOUDINI VEX & VOPs

Thursday, July 5, 2016
Jeff Wagner, Senior Technical Consultant, 
SideFX

The VEX language is a high performing, highly parallelized low level language in Houdini, which users can use to create very fast custom nodes (in most cases, as fast as C++ operators) to operate on any data type (geometry, images, audio, volume, etc). VEX operators (or VOPs) are the graphical building interface to the VEX language.