Want to be part of a new team at EA developing high-performance and highly-available online systems supporting millions of gamers?
Electronic Arts studio located in Vancouver, BC is looking for a senior 3D Technical Artist / CG Supervisor to help develop our next generation online gaming platform.
If you love challenges in building cutting edge online graphics systems and have a passion for gaming, this is the role for you.
Come work and play alongside some of the most talented people in interactive technology as we continue to build a dynasty and grow our dominant share of the sports games industry.
The Technical Artist or CG Supervisor is expected to be the bridge between Artists and Engineers, while bringing a wealth of knowledge of asset construction techniques within next generation graphics environments. Individuals in this role are pro-active problem solvers who demonstrate a strong sense of creativity and respect for aesthetics. They are capable of designing and implementing complex, data-driven procedural asset pipelines while jointly able of authoring quality art assets within Maya and/or Houdini. Candidates can be from an Art, Design, Mathematics, Engineering or Science background; however they must demonstrate a comfort level in working with both art and technology. Working with Programming/Technical staff the Technical Artist ensures that assets are easily integrated into the graphics engine without sacrificing artistic integrity.
Candidates coming from outside the game industry will be expected to learn/understand how game-play and architecture issues can affect content creation and successfully develop workflows to compensate for such limitations on artistic content.
Responsibilities:
- Develop solutions to various 3D environment and character construction production, including efficient asset pipelines, data-driven procedural character setups and working with rendering engineers and artists
- Solve innovative goals by providing expertise of 3D characters asset construction and authoring (body, rigging, skinning, poses, animations, shaders, etc)
- Design, develop and debug large-scale asset authoring tools and asset pipelines spanning multiple projects and target platforms
- Produce and integrate art assets where necessary
- Write basic to intermediate level scripts and expressions within a CG authoring package (i.e. Mel) to improve efficiency of various artist tasks
- Be able to proactively investigate and implement technology, tools and methods appropriate to the art direction of the product (with careful consideration for optimization and product demands)
- Document technology choices and solutions
Requirements:
- At least 5 years cinematic/games production experience, with strong character construction background
- Work in production team in various stages of modeling, texturing and lighting at very proficient level
- Intermediate scripting experience with: MEL / Maya API / MaxScript or Python / C# / Houdini / Houdini Digital Assets
- Advanced to Expert aptitude level for designing and implementing CG solutions.
- Ability to think creatively to resolve technical challenges and limitations which scale well
- Proficiency with at least one 3d package (Maya / Houdini preferred) to the extent of being able to author and troubleshoot character models and rigging
-An understanding of the art language. The ability to understand and communicate art briefs, it is fundamental for the tech-artist to understand the art vision for the project.
- The ability to integrate working art assets into a developing, evolving graphical/technical pipeline
Understanding:
-Computer/game hardware(next gen, current gen and handheld), particle systems, character skeletons and rigging, image manipulation tools, shader systems, lighting.
- Knowledge of the following Real Time systems: Rendering, Dynamic Lighting, Dynamics, AI.
- Strong understanding of good asset management practices and asset construction techniques
- Proactive and forward thinking
- Ability to schedule work (self or other) with a focus on emergent SE and Art dependencies
- A willingness and confidence to provide a communication bridge between artists and SEs
- Understanding the limits of platform memory constraints with regard to visual assets.
To apply for this position, please visit EA’s job board at http://jobs.ea.com. [jobs.ea.com.] Click on the Canadian Flag and then select the Burnaby studio icon. Submit your resume online for req #19922 – Character Tech Artist/Associate CG Supervisor
Found 13329 posts.
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Houdini Lounge » JOB POSTING: Character Tech Artist/CG Supervisor - EA Canada
- EACanadarecruits
- 1 posts
- Offline
Houdini Lounge » Pitch chop help card ?
- vinz
- 113 posts
- Offline
Hello,
Can someone tell me what the different parameters of the pitch chop do ?
(lots of them too!)
I got decent results increasing the sample rate and putting an envelope chop after, but still.
I had a look in the H8 doc online, but couldn't find it either.
Made me think lots of nice little tutorials were droped in the H9 docs, which I could have used if I had known that earlier.
Thanks a lot!
Can someone tell me what the different parameters of the pitch chop do ?
(lots of them too!)
I got decent results increasing the sample rate and putting an envelope chop after, but still.
I had a look in the H8 doc online, but couldn't find it either.
Made me think lots of nice little tutorials were droped in the H9 docs, which I could have used if I had known that earlier.
Thanks a lot!
Houdini Indie and Apprentice » A little error
- MAN9A
- 43 posts
- Offline
In the biped autorig. The painting weights group of the Left_Hand/Muscle_Thumb3 is named Muscle_Thumb2, it should be Muscle_Thumb3.
It's not a problem because it works good, but it's wrong…
It's not a problem because it works good, but it's wrong…
Technical Discussion » uv tilings -> instant dirt
- rdg
- 401 posts
- Offline
I am not a fan of cross postings but I really like to know how to address this issue:
How to tile textures in vex?
How bad is using colormap() instead of texture()?
I know I can use:
s * freq % 1
to tile/repeat a texture.
But this creates shadow-sandwichs-of the texture between the tiles
I was told to get rid of the % as texture can repeat.
Ok. but now this:
The following shader reads a random 100x100 tile from a texture (500x100px).
(it doesn't matter if the tile is ^2 - I already tried this - might be faster but doesn't remove the dirt)
the dirt disappears if I use colormap() instead of texture() - but I am not sure what the difference is. As setting the filter width of texture to 0 gives me the same result.
Both look like aliasing-hell.
surface
dirty( string map = “$HIP/../tex/letters.rat”; // Name of the map
string wrap = “repeat”;
vector uv=0; // Texture coordinates
vector Cd=1;
float ntiles = 5;
float cells = 3;
)
{
float ss, tt, ssa, tta, ssb, ttb, me;
vector dclr;
// some color
dclr = 1;
if (map != “”)
{
// uv or st
if (isbound(“uv”))
{
ss = uv.x;
tt = uv.y;
}
else
{
ss = s;
tt = t;
}
// repeat over ss and tt
ssa = (ss * cells) % 1;
tta = (tt * cells) % 1;
// number each cell
ssb = floor(ss * cells);
ttb = floor(tt * cells);
me = ssb * ttb + ssb;
dclr = texture(map, ssa / ntiles + (1/ntiles) * floor(ntiles * random(me * 10.01)), tta, “wrap”, wrap);
}
Cf = dclr;
}
I am sure there is a simple explanation for this.
All those hours of empiric studies led to nothing.
Please help - I really don't understand it.
Georg
http://forums.odforce.net/index.php?s=&showtopic=6990&view=findpost&p=46946 [forums.odforce.net]
How to tile textures in vex?
How bad is using colormap() instead of texture()?
I know I can use:
s * freq % 1
to tile/repeat a texture.
But this creates shadow-sandwichs-of the texture between the tiles
I was told to get rid of the % as texture can repeat.
Ok. but now this:
The following shader reads a random 100x100 tile from a texture (500x100px).
(it doesn't matter if the tile is ^2 - I already tried this - might be faster but doesn't remove the dirt)
the dirt disappears if I use colormap() instead of texture() - but I am not sure what the difference is. As setting the filter width of texture to 0 gives me the same result.
Both look like aliasing-hell.
surface
dirty( string map = “$HIP/../tex/letters.rat”; // Name of the map
string wrap = “repeat”;
vector uv=0; // Texture coordinates
vector Cd=1;
float ntiles = 5;
float cells = 3;
)
{
float ss, tt, ssa, tta, ssb, ttb, me;
vector dclr;
// some color
dclr = 1;
if (map != “”)
{
// uv or st
if (isbound(“uv”))
{
ss = uv.x;
tt = uv.y;
}
else
{
ss = s;
tt = t;
}
// repeat over ss and tt
ssa = (ss * cells) % 1;
tta = (tt * cells) % 1;
// number each cell
ssb = floor(ss * cells);
ttb = floor(tt * cells);
me = ssb * ttb + ssb;
dclr = texture(map, ssa / ntiles + (1/ntiles) * floor(ntiles * random(me * 10.01)), tta, “wrap”, wrap);
}
Cf = dclr;
}
I am sure there is a simple explanation for this.
All those hours of empiric studies led to nothing.
Please help - I really don't understand it.
Georg
http://forums.odforce.net/index.php?s=&showtopic=6990&view=findpost&p=46946 [forums.odforce.net]
Technical Discussion » viewport_n_key
- anon_user_40689665
- 648 posts
- Offline
keeps breaking after adjusting viewport background images…
is there a trick to re-enabling it?
is there a trick to re-enabling it?
Technical Discussion » H8: Render from file with particle cache
- k0diak
- 56 posts
- Offline
Hi,
I have a particle simulation cache (bgeo sequence) that I would like to render as a ReadArchive in Mantra8 (Houdini 8.2.154).
It renders fine if it does through a FileSOP, but not as “Render from file” on the geo level. It also works in Renderman both ways. It also works if I use “Render points only from file”.
Here is what I tried:
- vary what's inside the SOPnet just in case, but didn't really help
- use the BBX triggered versions of this, providing a proper BBX
- another, simple particle system that I've built from scratch..still no joy
- looking at the IFDs, they seem to be ok
Is/was this a known limitation?
Any possible workarounds?
Thanks,
Andras
I have a particle simulation cache (bgeo sequence) that I would like to render as a ReadArchive in Mantra8 (Houdini 8.2.154).
It renders fine if it does through a FileSOP, but not as “Render from file” on the geo level. It also works in Renderman both ways. It also works if I use “Render points only from file”.
Here is what I tried:
- vary what's inside the SOPnet just in case, but didn't really help
- use the BBX triggered versions of this, providing a proper BBX
- another, simple particle system that I've built from scratch..still no joy
- looking at the IFDs, they seem to be ok
Is/was this a known limitation?
Any possible workarounds?
Thanks,
Andras
Technical Discussion » need help for the iceberg
- luoqiulin
- 303 posts
- Offline
the ice looks like glass or water
but how about the ice with snow on?
any idea for the iceberg?
need help for the iceberg shader
thankyou
but how about the ice with snow on?
any idea for the iceberg?
need help for the iceberg shader
thankyou
Houdini Lounge » Intermediate CHOPs with Effects class
- andrewlowell
- 537 posts
- Offline
Hey Guys the class isn't full yet and only a week away! I'll be covering how to improve the timing and interaction of particle systems, as well as data flow and pre-post processes for dynamics using CHOPs.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1203&Itemid=215 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=1203&Itemid=215 [sidefx.com]
Technical Discussion » how to attach particles to a surface with random offset?
- luoqiulin
- 303 posts
- Offline
just like in maya
we can creat a goal object
and there is a goalOffset attribute to ctrl perParticl`s offset
how to attach particles to a surface with random offset in houdini?
i want particles follow a curve or a surface but not so tight!
thank you all
we can creat a goal object
and there is a goalOffset attribute to ctrl perParticl`s offset
how to attach particles to a surface with random offset in houdini?
i want particles follow a curve or a surface but not so tight!
thank you all
Technical Discussion » Parm button gets stuck after been clicked
- CodeMasterMike
- 26 posts
- Offline
I have a problem when I click on my button in a SOP function, the button get “pressed down” and it stays in that position for couple of minutes, unless I click on another SOP function and back to my SOP, then its back to normal.
I can continue to click on the button, when its still in “pressed down” mode, and it will run its functions when I do.
I have checked other peoples SOP code, but I cant find any obvious code snippet that I need to run to make the button pop back to normal again.
Is it some function you need to run in order to set a PARM button back to default position?
Im using Houdini 8.2
I can continue to click on the button, when its still in “pressed down” mode, and it will run its functions when I do.
I have checked other peoples SOP code, but I cant find any obvious code snippet that I need to run to make the button pop back to normal again.
Is it some function you need to run in order to set a PARM button back to default position?
Im using Houdini 8.2
Houdini Lounge » Linux install made easy
- lisux
- 581 posts
- Offline
Hi SESI.
Looking around in the net I have seen one thing that seems to be one of the best solutions to create multiplatform installers that perfectly integrate the install process in the host OO.SS.
Is this:
http://bitrock.com/home.html [bitrock.com]
It can make native installers for Windows and Mac OSX , and native graphical installers for linux, even it can create RPM or deb packages automatically.
So if you can integrate this tool in the Houdini build system the users can get several options to install the app.
I think this is really necessary to ease the installation on Linux.
What do you think?
Looking around in the net I have seen one thing that seems to be one of the best solutions to create multiplatform installers that perfectly integrate the install process in the host OO.SS.
Is this:
http://bitrock.com/home.html [bitrock.com]
It can make native installers for Windows and Mac OSX , and native graphical installers for linux, even it can create RPM or deb packages automatically.
So if you can integrate this tool in the Houdini build system the users can get several options to install the app.
I think this is really necessary to ease the installation on Linux.
What do you think?
Houdini Lounge » JOB POSTING: FX Pipeline TDs
- pbowmar
- 7025 posts
- Offline
Hi,
http://www.vfxtalk.com/forum/cis-vancouver-formerly-rainmaker-vfx-t14613.html [vfxtalk.com]
Do NOT reply to me! See above for the contact.
Cheers,
Peter B
http://www.vfxtalk.com/forum/cis-vancouver-formerly-rainmaker-vfx-t14613.html [vfxtalk.com]
Do NOT reply to me! See above for the contact.
Cheers,
Peter B
Technical Discussion » Scatter SOP oddity
- mark_visser
- 71 posts
- Offline
Not a bug, just a weird little inconsistency that pops up when you use an “alternate attribute” with the “Multiply Probabilities” setting.
If you create a primitive attribute (say, called “density”) and vary it between 0 and 1 on a single polygon (where the remaining polygons in the model are set to 1), points pop in and out on polygons other than the one being changed.
I've attached a hip file that demonstrates this behavior.
As you scrub from frame 1 to frame 100, the density on a single primitive (prim 0) is animated between 1 and 0.
I would expect that changing density on a single primitive would not affect any other primitives. But for values other that 0 and 1, it does.
cheers,
-Mark
If you create a primitive attribute (say, called “density”) and vary it between 0 and 1 on a single polygon (where the remaining polygons in the model are set to 1), points pop in and out on polygons other than the one being changed.
I've attached a hip file that demonstrates this behavior.
As you scrub from frame 1 to frame 100, the density on a single primitive (prim 0) is animated between 1 and 0.
I would expect that changing density on a single primitive would not affect any other primitives. But for values other that 0 and 1, it does.
cheers,
-Mark
Technical Discussion » Volume Data for DOPs pregeneration
- symek
- 1390 posts
- Offline
I'd like to separate Volume preparation for my RBD Fracture Object from simulation. Essentially I'm thinking about computing SDF in SOPs for every single primitive group inside a forEach loop to line up every primitive with x,y,z axis before this SDF computation. Then transform back, put together, and apply in DOPs.
My object consists with a few thousands of tiny tiles for which I can't get good results with non-volume collision detection. They need to have a depth anyway so I extruded them and now I'm fighting with a proper volume generation in DOPs.
So I wonder if anyone has gone this way already, some examples, pointers would be helpful. I know how to produce SDF in SOPs for every primitive, The challenge and question is is there any sense to transform SDF fields back into primitive position in geo, add all of them together, apply such to Fracture object etc? Hard to prejudge if this setup has any advantages…
thanks for any comments!
Simon.
My object consists with a few thousands of tiny tiles for which I can't get good results with non-volume collision detection. They need to have a depth anyway so I extruded them and now I'm fighting with a proper volume generation in DOPs.
So I wonder if anyone has gone this way already, some examples, pointers would be helpful. I know how to produce SDF in SOPs for every primitive, The challenge and question is is there any sense to transform SDF fields back into primitive position in geo, add all of them together, apply such to Fracture object etc? Hard to prejudge if this setup has any advantages…
thanks for any comments!
Simon.
Technical Discussion » workflow on saving existing shaders
- circusmonkey
- 2624 posts
- Offline
Lets assume I have taken a shader from the material lib which is already an asset . Altered it in vops ie add extra features. What is the workflow for saving this “new material ” as a new asset to be rolled out and shared.
R
R
Technical Discussion » Smoke Fluid Questions
- iamjaideep80
- 82 posts
- Offline
Hi …
There are certain questions in my mind regarding fluid and smoke.
1. In Smoke, How to emit density from an object with a pressure??
Are we supposed to use Source as well as wind or fan force
node to simulate pressure???
2. How to apply vorticles to certain data at certain events??
eg. I am emitting density from a large object and the density
is not moving.Now I apply a fan force to certain area and
density in that area starts moving.
I want to apply vortivles to only moving density and not all
over the surface.How to do that??
Or it can be put this way…
Can we seperate or group a density data from other density data
depending on its velocity, energy, or pressure attributes??
3. What is Gas Advect, Gas Calculate and all the Gas nodes for???
I went thru the Help. But,are they there just to form a large
solver system, or can we use them to create some flexible effects?
Can u tell me a situation , where they have to be used??
There many such questions.
Waiting for ur answerers.
There are certain questions in my mind regarding fluid and smoke.
1. In Smoke, How to emit density from an object with a pressure??
Are we supposed to use Source as well as wind or fan force
node to simulate pressure???
2. How to apply vorticles to certain data at certain events??
eg. I am emitting density from a large object and the density
is not moving.Now I apply a fan force to certain area and
density in that area starts moving.
I want to apply vortivles to only moving density and not all
over the surface.How to do that??
Or it can be put this way…
Can we seperate or group a density data from other density data
depending on its velocity, energy, or pressure attributes??
3. What is Gas Advect, Gas Calculate and all the Gas nodes for???
I went thru the Help. But,are they there just to form a large
solver system, or can we use them to create some flexible effects?
Can u tell me a situation , where they have to be used??
There many such questions.
Waiting for ur answerers.
Houdini Lounge » Channel Editor functions
- tiagovsantunes
- 21 posts
- Offline
I don't know if it has something to do with Houdini 9 being different or just blindness from my part, but I can´t see neither the function on the channel editor, nor the regular handles for the keyframes.
What am I overlooking? (screenshot atached)
Thank you for your help
Tiago
What am I overlooking? (screenshot atached)
Thank you for your help
Tiago
Technical Discussion » RFE: custom names for pane tabs instead of paths
- hoknamahn
- 398 posts
- Offline
Hey,
It would be useful to have ability to assign custom names to pane tabs in addition to paths. For example I have several tabs in one pane. One tab contains DOP sim, another one some SOPs, third has POPs inside and so on. So I would like to give them names. Instead of /obj/geo1/popnet3 I would like to see “Sand sim”. And actually doesn't matter what kind of network will be inside that tab. This is just an idea how to make UI a bit more informative.
It would be useful to have ability to assign custom names to pane tabs in addition to paths. For example I have several tabs in one pane. One tab contains DOP sim, another one some SOPs, third has POPs inside and so on. So I would like to give them names. Instead of /obj/geo1/popnet3 I would like to see “Sand sim”. And actually doesn't matter what kind of network will be inside that tab. This is just an idea how to make UI a bit more informative.
Houdini Lounge » Align object coordinate system
- lisux
- 581 posts
- Offline
Hi SESI and houdiniks.
How can I align the coordinate system of an object to match exactly another for example a couple of things yo ucan do in Maya and is not easy to do in Houdini, at least for me:
-In Maya you have the joint orient tool, there is something similar in Houdini, or what is the easiest way to do it? At the moment I am using the bone tool to do this.
-Orient constraint in Maya can change the local coordinate system in base of another, really useful to align one object to another, now I am making a mix of parenting, clean transforms, etc … but is there something like align or orient to other object, specially for the handlers, I have tried start orientation picking, but I can't manage it to work properly. This will be very useful to align for example the Z axis to the Z axis of another object and then have the same rotation axis. Some clues.
I a more interested in solutions at object level where almost all the character work is done.
Thanks.
How can I align the coordinate system of an object to match exactly another for example a couple of things yo ucan do in Maya and is not easy to do in Houdini, at least for me:
-In Maya you have the joint orient tool, there is something similar in Houdini, or what is the easiest way to do it? At the moment I am using the bone tool to do this.
-Orient constraint in Maya can change the local coordinate system in base of another, really useful to align one object to another, now I am making a mix of parenting, clean transforms, etc … but is there something like align or orient to other object, specially for the handlers, I have tried start orientation picking, but I can't manage it to work properly. This will be very useful to align for example the Z axis to the Z axis of another object and then have the same rotation axis. Some clues.
I a more interested in solutions at object level where almost all the character work is done.
Thanks.
Technical Discussion » Some fracture RnD test
- CeeGee
- 217 posts
- Offline
-
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