Jordi Bares

jordibares

About Me

Creative Director / VFX Supervisor
専門知識
CG Supervisor
業界:
Film/TV

Connect

LOCATION
London, United Kingdom
ウェブサイト

Houdini Engine

ADVANCED
プロシージャルワークフロー  | Environments  | Digital Assets  | Animation  | Mantra  | Lighting
INTERMEDIATE
キャラクタ & アニメーション  | Motion Editing  | Hair & Fur  | Cloth  | Pyro FX  | VEX  | Python
BEGINNER
Crowds  | Muscles  | Solaris  | Karma  | Fluids  | 説明  | Realtime FX  | PDG

Availability

Not Specified

チュートリアル

obj-image Beginner
Softimage to Houdini Transition Guide

Recent Forum Posts

Previz in Houdini 2023年8月19日9:21

I have been using Houdini for everything, a lot of previz and in particular my question is about having a consistent, good looking "recipe" so the output looks as good and consistent as possible.

For example, I struggle using Redshift and having OGL materials together with many lights and making it render well while at the same time having a good OGL viewport display that is illustrative and well, I am wondering what are your thoughts and if any of you have a suggestion I would love to test.

Basically, I want to have a better looking viewport, in particular when using Redshift, any tricks? suggestions?

thanks a lot

Rohtau is looking for mid/senior houdini artists 2022年10月3日16:44



ROHTAU STUDIO

We are a fully independent studio of like-minded artists doing high-end work for advertising, installations, and special projects and soon will be also doing TV and Film work. Our environment is a friendly one with top-notch infrastructure and a phenomenal artist-friendly pipeline.

We work exclusively on the cloud so we can hire great people, our team is fantastic so please DM me or email me directly to chat, we have a few things lined up and will certainly need help.


Job Position: Houdini Generalist / Houdini Lighting TD

Render engine: Redshift

Location: Remote

Description: 30sec commercial, full CGI hyper-realistic look.

Start: ASAP

Duration: Minimum of 6 weeks, probably a lot more.

Contact: jordi@rohtau.com

Camera Render as UV texture 2022年6月1日17:18

You can certainly render out and feed that back into the system using a variety of methods (I would go for COPs for example), and then render the scene again with the texture applied.

You can structure this process in ROPs quite easily and with these dependencies in place, make it a one button thing.

I hope it helps