Try registering on the http://www.sidefx.com/contest [sidefx.com] page in the upper right. This should get you the download info by email.
The 3D World registration brings up a page with download info right after you press the register button. I don't think you get a followup email using this method.
Robert
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Houdini Lounge » 2009 Apprentice Challenge
- rmagee
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Houdini Lounge » 2009 Apprentice Challenge
- rmagee
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qral
… I have not yet recieved a mail? :?
Did you register on the 3D world site or the Side Effects site? We have registration on both and I want to find out where things may have gone wrong. Has anyone else not received an email and if not then which site did you register with?
fede
Awesome competition, is there any place to view low rez clips of the two scenes?
The two live action shots are now available in the YouTube group in case you want to start thinking up some ideas before downloading files:
http://www.youtube.com/group/3dworldchallenge [youtube.com]
Robert
Houdini Lounge » 2009 Apprentice Challenge
- rmagee
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The locators were removed and some stand-in geometry has been put in place for both shots to help anchor your effects.
Houdini Lounge » 2009 Apprentice Challenge
- rmagee
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In partnership with 3D World magazine and The Pixel Farm, Side Effects Software is pleased to announce the 2009 Apprentice Challenge. This year the challenge is to use Houdini Apprentice (available for free) to add CG elements to one of two live action shots to create either the Most Realistic or the Most Entertaining entry.
The image sequences and Houdini scene files with tracked cameras are made available once you have registered. You must then add CG to your chosen shot and post the results to the 2009 Apprentice Challenge YouTube group by May 1, 2009. Popularity on YouTube will play a role in choosing a winner in each of the two categories who will win a copy of Houdini Master and PFTrack.
Check out the latest issue of 3D World for contest info or visit www.sidefx.com/contest to get started right away!
Robert
The image sequences and Houdini scene files with tracked cameras are made available once you have registered. You must then add CG to your chosen shot and post the results to the 2009 Apprentice Challenge YouTube group by May 1, 2009. Popularity on YouTube will play a role in choosing a winner in each of the two categories who will win a copy of Houdini Master and PFTrack.
Check out the latest issue of 3D World for contest info or visit www.sidefx.com/contest to get started right away!
Robert
Houdini Lounge » Was there an announcement for Houdini today?
- rmagee
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The 2009 Apprentice Challenge will be announced formally on Monday - the original plan was Friday but we needed the weekend to get some files ready.
Houdini Lounge » Purchased license from GarageGames and never got key?
- rmagee
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This process is supposed to happen automatically. GG has a new website and something got broken last week. Send your email and sales info (receipt) to apprentice@sidefx.com and we will arrange for the license.
We apologize for the delay and will get you the license as soon as possible tomorrow. I will not have access to licensing until then.
Robert
We apologize for the delay and will get you the license as soon as possible tomorrow. I will not have access to licensing until then.
Robert
Houdini Lounge » Hamster Attacks on YouTube
- rmagee
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This video is a teaser for the 2009 Apprentice Challenge that is being launched at the end of the month. Enjoy!
http://ca.youtube.com/watch?v=3JA6t9uA72Q [ca.youtube.com]
Robert
PS - don't forget to click the “watch in high-quality” button in the lower right.
http://ca.youtube.com/watch?v=3JA6t9uA72Q [ca.youtube.com]
Robert
PS - don't forget to click the “watch in high-quality” button in the lower right.
Houdini Lounge » horse rig at 3dworld´s article?
- rmagee
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I also don't like the gaps created by the auto-proxy so what I do is to find out what the group names were for each of the body parts then assign those groups one by one. It is a bit of extra work but it lets me keep the proxy geometry gapless. In the end I save the geometry out as a bgeo which keeps the groups intact. Then when this geometry is loaded up in the autorig tool it is used as the proxy geometry.
To get the group names I just used the auto-proxy then checked out the names using that geometry.
Robert
To get the group names I just used the auto-proxy then checked out the names using that geometry.
Robert
Houdini Lounge » Sidefx on Twitter
- rmagee
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For anyone who uses twitter:
http://twitter.com/sidefx [twitter.com]
Join in! We could use some followers. I set up Fur Dude as our Twitter mascot. It just seemed like the right thing to do.
Robert
http://twitter.com/sidefx [twitter.com]
Join in! We could use some followers. I set up Fur Dude as our Twitter mascot. It just seemed like the right thing to do.
Robert
Houdini Lounge » 3DWorld Mag issue 98 (Robert Magee) tutorial
- rmagee
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I am not sure why you would be encountering a crash.
The object merge between file1 and particlefluidsurface1 should be a merge. That is an error in the lesson. then you can RMB on the merge's input.
There are full screen jpg versions of all the images that should help where the printed image is hard to read. That might help in some steps.
Robert
The object merge between file1 and particlefluidsurface1 should be a merge. That is an error in the lesson. then you can RMB on the merge's input.
There are full screen jpg versions of all the images that should help where the printed image is hard to read. That might help in some steps.
Robert
Houdini Lounge » 3DWorld Mag issue 98 (Robert Magee) tutorial
- rmagee
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Go to http://www.sidefx.com/exchange [sidefx.com] and you will see a new entry for “3D World Mercury Rising Tutorial Files”
These files have been updated to work with Houdini 9.5. The autorig tools were changed between versions and the file needed to have the assets updated by hand.
Robert
These files have been updated to work with Houdini 9.5. The autorig tools were changed between versions and the file needed to have the assets updated by hand.
Robert
Technical Discussion » Google Houdini Search?
- rmagee
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This was a test we were doing in our next version that ended up in 9.5 by accident. It will be put back to the old search as soon as possible. The test was designed to explore whether a google-based search offered faster and more accurate results.
Any feedback would be great to help with explorations in this area!
Any feedback would be great to help with explorations in this area!
Houdini Lounge » Side Effects Sponsors VES Vancouver Event on Nov 22
- rmagee
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David Robert from Side Effects Software is speaking in Vancouver at the VES Vancouver Celebration of Visual Effects 2008. Along with presenters from CIS, Image Engine, Frantic Films and the Embassy, Side Effects will be talking about the latest features in Houdini.
Date: Saturday, November 22, 2008
Reception: 5:30 PM
Granville Island Hotel Lounge
Presentation: 7:30 PM
Emily Carr Theatre 301
1400 Johnston Road
Granville Island
To register, go to http://www.visualeffectssociety.com [visualeffectssociety.com] and click on the RSVP button. You must be registered to the site to RSVP.
Date: Saturday, November 22, 2008
Reception: 5:30 PM
Granville Island Hotel Lounge
Presentation: 7:30 PM
Emily Carr Theatre 301
1400 Johnston Road
Granville Island
To register, go to http://www.visualeffectssociety.com [visualeffectssociety.com] and click on the RSVP button. You must be registered to the site to RSVP.
Houdini Lounge » Grow selection procedurally?
- rmagee
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I have a couple of examples here that use the sort sop to control where the “growth” begins by sorting the point numbers then use the group node to grow this selection over time.
This makes it possible to go forwards or backwards based on point number. Not as elegant as the other solutions but an option that might work for someone.
In my file I use null objects to represent the “origin” of the growth/shrink and these can be moved around or even animated to affect the results. I think this technique was used in the old breaking ice tutorial from many moons ago.
This makes it possible to go forwards or backwards based on point number. Not as elegant as the other solutions but an option that might work for someone.
In my file I use null objects to represent the “origin” of the growth/shrink and these can be moved around or even animated to affect the results. I think this technique was used in the old breaking ice tutorial from many moons ago.
Houdini Lounge » You are all famous now!
- rmagee
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the Genesis by houdini artists:
http://www.graphicschums.com/image/genesis-houdini-artists [graphicschums.com]
A Whole bunch of cartoon chums:
http://www.graphicschums.com/category/tagging-chums/computer-graphics [graphicschums.com]
CG Recruiting practices:
http://www.graphicschums.com/image/recruitin [graphicschums.com]
http://www.graphicschums.com/image/genesis-houdini-artists [graphicschums.com]
A Whole bunch of cartoon chums:
http://www.graphicschums.com/category/tagging-chums/computer-graphics [graphicschums.com]
CG Recruiting practices:
http://www.graphicschums.com/image/recruitin [graphicschums.com]
Houdini Lounge » New Digital-tutors tutorials -Intro to Mantra!!!!
- rmagee
- 1182 posts
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Andrew,
there are some comments on odforce that may be of help to you:
http://forums.odforce.net/index.php?showtopic=7943 [forums.odforce.net]
there are some comments on odforce that may be of help to you:
http://forums.odforce.net/index.php?showtopic=7943 [forums.odforce.net]
Houdini Lounge » New Digital-tutors tutorials -Intro to Mantra!!!!
- rmagee
- 1182 posts
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Digital-tutors releases Mantra tutorials in DVD and download format:
http://www.digitaltutors.com/store/product.php?productid=3557 [digitaltutors.com]
Lesson Outline:
1. Introduction and Project Overview 1:45
2. Working with project files 4:02
3. CRendering basics 8:02
4. Rendering image sequences 7:41
5. Using Mplay 7:07
6. Using mcp 4:48
7. Rendering extra channels 8:51
8. Rendering planes to separate files 3:50
9. Compositing deep/shallow outputs 7:20
10. Rendering in passes 9:47
11. Compositing and matte shading 6:10
12. Rendering with Takes 4:41
13. Adding shadows and creating a shadow pass 5:34
14. Completing and rendering a shadow pass 10:02
15. Depth of Field effects 7:17
16. Motion Blur: Transformation 6:37
17. Motion Blur: Deformation 5:50
18. Motion Blur: Velocity 5:06
19. Velocity Blur Tricks 7:14
20. Micropolygon Rendering engine 9:17
21. Raytrace engine 5:34
22. Physically Based Rendering engines 8:40
23. Converting to RAT files 4:48
24. Ambient Occlusion 9:25
25. Image-Based Lighting 5:07
26. GI Path-tracing 5:07
27. GI Cache and Final Gather 6:29
28. Adding Caustic effects to the render 7:04
29. Editing shaders and lighting for a better Caustic pass 8:11
30. Outline rendering 3:01
31. Building and rendering clouds using volumetric system 6:17
32. Converting the geometry into a volume using Metaballs 8:10
33. Mantra archiving 3:51
http://www.digitaltutors.com/store/product.php?productid=3557 [digitaltutors.com]
Lesson Outline:
1. Introduction and Project Overview 1:45
2. Working with project files 4:02
3. CRendering basics 8:02
4. Rendering image sequences 7:41
5. Using Mplay 7:07
6. Using mcp 4:48
7. Rendering extra channels 8:51
8. Rendering planes to separate files 3:50
9. Compositing deep/shallow outputs 7:20
10. Rendering in passes 9:47
11. Compositing and matte shading 6:10
12. Rendering with Takes 4:41
13. Adding shadows and creating a shadow pass 5:34
14. Completing and rendering a shadow pass 10:02
15. Depth of Field effects 7:17
16. Motion Blur: Transformation 6:37
17. Motion Blur: Deformation 5:50
18. Motion Blur: Velocity 5:06
19. Velocity Blur Tricks 7:14
20. Micropolygon Rendering engine 9:17
21. Raytrace engine 5:34
22. Physically Based Rendering engines 8:40
23. Converting to RAT files 4:48
24. Ambient Occlusion 9:25
25. Image-Based Lighting 5:07
26. GI Path-tracing 5:07
27. GI Cache and Final Gather 6:29
28. Adding Caustic effects to the render 7:04
29. Editing shaders and lighting for a better Caustic pass 8:11
30. Outline rendering 3:01
31. Building and rendering clouds using volumetric system 6:17
32. Converting the geometry into a volume using Metaballs 8:10
33. Mantra archiving 3:51
Houdini Lounge » Apprentice download button is wrong
- rmagee
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To see exactly which builds are available you can login to the site and go to the Support > Download page. Here you can see which builds are available as production builds. It seems that 170 is never available for Win64 - that is why 169 is being used.
We do put out daily builds and you can see that .227 is also available if you want something more current. 170 is the suggested production build but if you want the latest and greatest then you can go with the newest version.
We do put out daily builds and you can see that .227 is also available if you want something more current. 170 is the suggested production build but if you want the latest and greatest then you can go with the newest version.
Houdini Lounge » Logic behind the root folders organisation ?
- rmagee
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A few releases ago, these networks were the only way to access the different contexts of Houdini. If you wanted a particle network you would set it up in /pop then reference it into a sop network using a pop_merge. vops and shops were also created just below the root level then referenced to the appropriate node when needed.
Once network managers were introduced, it made it easier to encapsulate the different network types into a single network path. This was important when digital assets were first introduced because it was important that an asset could contain any kind of node and keep relationships within the node relative instead of based on “/” - this allows digital assets to encapsulate all aspects of a particular asset in a way that is easier to share.
A Russian doll approach is also starting to take shape with more nodes being set up as containers. For instance instead of pop_merge we now have the pop_net sop which is part of the sop chain but also “contains” the particle network.
With H9, VOP networks can now be contained inside a SHOP which can then be contained inside a material. This packages things up much nicer and helps prevent broken relationships between vopnets and shaders.
Therefore the various contexts you find under / are in many ways a part of Houdini's history that may or may not be needed now that network managers and “container” nodes are being used.
Robert
Once network managers were introduced, it made it easier to encapsulate the different network types into a single network path. This was important when digital assets were first introduced because it was important that an asset could contain any kind of node and keep relationships within the node relative instead of based on “/” - this allows digital assets to encapsulate all aspects of a particular asset in a way that is easier to share.
A Russian doll approach is also starting to take shape with more nodes being set up as containers. For instance instead of pop_merge we now have the pop_net sop which is part of the sop chain but also “contains” the particle network.
With H9, VOP networks can now be contained inside a SHOP which can then be contained inside a material. This packages things up much nicer and helps prevent broken relationships between vopnets and shaders.
Therefore the various contexts you find under / are in many ways a part of Houdini's history that may or may not be needed now that network managers and “container” nodes are being used.
Robert
Houdini Lounge » Fluid Fire Examples
- rmagee
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The front page (www.sidefx.com) and the gallery now have two fire examples that show off the new fire solver in Houdini 9.5. These were created by interns in our Toronto office and were built using the new shelf tools and the new Ramp Parameter to control the changes in color.
The Campfire example is available as a .hip file in the Exchange (Community > Houdini Exchange). This file includes both the 3D scene and the compositing network. The second fire ball example will be posted to the Exchange next week.
Enjoy…
Robert
The Campfire example is available as a .hip file in the Exchange (Community > Houdini Exchange). This file includes both the 3D scene and the compositing network. The second fire ball example will be posted to the Exchange next week.
Enjoy…
Robert
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