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UPCOMING SESSIONS



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


RECORDING




PAST SESSIONS

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.

RECORDING

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!

RECORDING


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.

RECORDING


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.

RECORDING


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!

RECORDING


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.

RECORDING