Jonathan de Blok - JDBgraphics

Jonathan de Blok

About Me

Technical Artist with more then 20 years of experience in the CG industry.
専門知識
Generalist
INDUSTRY
Advertising / Motion Graphics  | Film/TV

Connect

LOCATION
Oegstgeest, Netherlands
ウェブサイト

Houdini Skills

ADVANCED
Procedural Modeling  | Digital Assets  | Motion Editing  | Animation  | PDG  | VEX  | Python
INTERMEDIATE
Environments  | Character Rigging  | Hair & Fur  | Cloth  | Mantra  | Karma  | Lighting  | Pyro FX
BEGINNER
Crowds  | Muscles  | Solaris  | Fluids  | Destruction FX  | Realtime FX

Availability

I am available for Freelance Work

Recent Forum Posts

[H22] SOP > USD workflow question 2026年7月19日9:39

When adding a UsdCreateComponent in a /obj/geo1/ context what is the correct way of getting it into a specific LOP network? I see when an UsdCreateComponent is setup in a /stage/SopCreate context it's added into the 'parent' USD stage automatically.

But when setup in an /obj/geo1 context there is obviously no parent stage to put it on, the docs are a bit light on details about all of this, but should I simply be using a 'SOP Import' and point it to the UsdCreateComponent to get the component onto a stage?

glsl shaders 2026年5月16日18:39

Are you sure you're running an OpenGL based viewport and not Vulkan one? This only works in opengl.

How can I calculate slope/accel in a hou.Keyframe by myself? 2026年5月9日4:38

If you check the source of this tool you can find some math regarding handles and bezier curves.

Link to the tool is on the video description, The video itself is a bit outdated and there are some extra feature added but the core principle is the same, making it easy to manage animation flow on complex paths, I use it a lot to get nice and consistent camera moves and to make nice swoosh effects