SUBSCRIBE The SideFX mailing list is a great place to make contact with Houdini users. To subscribe, send us an email with no subject and the word subscribe in the body.
sidefx-houdini-list July email@example.com
- 101 participants
- 98 discussions
Advanced Houdini VEX Training Course 11 years, 1 month
There are a few seats still open! Contact training at sidefx.com to register! Advanced Houdini VEX Training Course Saturday, July 7, 2007 - 9:45am - 5:30pm SESI will be hosting a one-day Houdini training course on VEX coding. This course is part 3 of a 3 part series of VEX classes. This advanced VEX coding class will focus on common challenges in production VEX coding, with a thorough look at the concepts involved as well as some advanced tips and techniques with source code. All three classes will have an emphasis on ASCII VEX code, although all concepts will be applicable to VOP net programming. http://www.sidefx.com/index.php?option=com_content&task=view&id=578&Itemi...
HDK : Pos using UV Attribute 11 years, 1 month
Hi All... I want to find position of a point on a surface using its uv attributes. "primuv" expression gives me the position, if the surface is NURBS, but it uses orignal NURB uv to calculate position and doesn't use texture uv atrribute that we modify. How to do that??? ----iamjaideep80 (Jaideep Khadilkar) TD, Sciclone Motion Graphics. --------------------------------- Take the Internet to Go: Yahoo!Go puts the Internet in your pocket: mail, news, photos & more.
- 3 participants
- 6 comments
motion blur for scrolling textures? 11 years, 1 month
Heya Darren, I'm working on practically the same issue as we speak. You mention that you are using chops to scroll the uv lookup. Can you not, in the same spirit export that same channel into the V attribute and use velocity blur? I don't have houdini in front of me at the moment but it sounds like it might might export velocities that would be primarily x-axis biased. if you flatten the 'ribbon' so it's x-axis aligned, then deform it into it's final place, would the v vector not deform along with it? Perhaps some old school cheating is in order. Export the V vector to N on flattened ribbon - and deform that... I'm probably misunderstand something though -- haven't reached the critical mass of coffee just yet... :) Gene ----- Original Message ---- From: Darran Edmundson <darran at edmstudio.com> To: sidefx-houdini-list at sidefx.com Sent: Monday, July 2, 2007 4:24:14 AM Subject: Re: [Sidefx-houdini-list] motion blur for scrolling textures? Georg Duemlein, Dipl.-Des. wrote: > As neither grid no camera moves: > Couldn't you use a 'vertical/horizontal blur" linked to the speed of > your uv-coordinates? I simplified things for the sake of posing the question ... perhaps too far ;-) Rather than a grid I actually have a complex twisted ribbon. From the camera perspective, you can see a huge swath in the foreground but also a number of coils at varying distance in the background. Cheers, Darran. -- Darran Edmundson [darran at edmstudio.com] http://www.edmstudio.com _______________________________________________ Sidefx-houdini-list mailing list Sidefx-houdini-list at sidefx.com https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
Interviewing Candidates 11 years, 1 month
Hi, I'm wondering if anyone knows of any resources (or has any tips n' tricks) regarding hiring CG people. It seems very vague, the whole process, whether I'm being interviewed or am doing the interview. Basically, "What did you work on?", "Let's see your reel," and "When can you start?". There must be a more robust way of interviewing CG candidates, as right now it's largely based on trust and a reel, (which you have only done the shadow pass on the last tree on the left for). I found this article, but it's for programmers: http://tinyurl.com/yerw Sean -- Sean Lewkiw -- Rainmaker Digital 130 Shaftesbury Avenue London W1D 5EU -- +44 (0) 207.031.1138 (P) (Direct) +44 (0) 207.031.1136 (F) +44 (0) 795.606.7245 (M)
- 16 participants
- 23 comments
Job: Houdini VFX TD, Kanuka Studio, Brisbane Australia 11 years, 1 month
Job: VFX TD, Kanuka Studio, Brisbane Kanuka Studio is looking for mid to senior level VFX TDs to freelance at their Brisbane (Australia) studio. This is for a feature film requiring you to be available for September through to December inclusive. Packages and salary to be negotiated based on experience. You will be part of a small team primarily using Houdini with some 3D Studio Max. Required Skills: * Minimum 3 years experience of 3d in a post production environment * Demonstrated use of "proceduralism" for natural phenomenon; fire, smoke, water * Extensive knowledge of a major 3D animation package; Max, Maya, XSI or Houdini * Strong Houdini skills * All-rounder capabilities, being comfortable to at least an intermediate level with the most common aspects of 3D * Fast comprehension and adoption of 3D software and techniques * Some compositing abilities Desirable: * Feature film experience * Scripting abilities; python, bash, hscript, maxscript * Experience with shader writing * Linux usage Please send resumes (pdf preferred) and links to reels to Rangi Sutton, jobs at kanuka.com.au with "VFX TD" in the subject.
motion blur for scrolling textures? 11 years, 1 month
I have a stationary polygonal grid with horizontally scrolling UVs driven by a chop network. For a fixed camera, how does one go about achieving motion blur for the scrolling texture? I could imagine adding a velocity attribute to each point on the grid calculated as du/dt (evaluated at frame $FF) in the direction of the grid's local x vector. Would this be enough to generate motion blur of the texture (assuming, of course, that "velocity motion blur" is enabled in the mantra ROP)? Alternatively, perhaps I'd have more control over the final look by using the VelocityBlur COP. In which case, do I have to write my own surface shader to get the velocity attribute into one of the standard deep raster planes? As always, any advice is appreciated. Cheers, Darran. -- Darran Edmundson [darran at edmstudio.com] http://www.edmstudio.com
- 2 participants
- 2 comments
Advanced Houdini VEX Training-Saturday! 11 years, 1 month
There are a few seats still open! Contact training at sidefx.com to register! Advanced Houdini VEX Training Course Saturday, June 30, 2007 - 9:45am - 5:30pm SESI will be hosting a one-day Houdini training course on VEX coding. This course is part 3 of a 3 part series of VEX classes. This advanced VEX coding class will focus on common challenges in production VEX coding, with a thorough look at the concepts involved as well as some advanced tips and techniques with source code. All three classes will have an emphasis on ASCII VEX code, although all concepts will be applicable to VOP net programming. More: http://www.sidefx.com/index.php?option=com_content&task=view&id=578&Itemi...
- 7 participants
- 10 comments
divergence-free source 11 years, 1 month
free, as in beer. http://www.sidefx.com/exchange/info.php?fileid=391&versionid=391 -Ivan DeWolf --------------------------------------------------------- "Perfection is achieved when nothing else can be removed" -Yvon Chouinard
- 4 participants
- 3 comments