Special thanks to this year’s contributors: DNEG The Embassy VFX Framestore JAMM Luma Animation Method Studios The Mill MPC MR X Panoply Pixar Quixel Realtime UK Sony Pictures Imageworks Trixter Unexpected UPP Walt Disney Animation Studios Wargaming Worldwide FX Zoic StudiosRead More →

In this Unreal Engine livestream SideFX Game Technical Artist Paul Ambrosiussen shows a variety of ways Houdini was used for VFX, mesh processing, terrain, world building, and mega-structure detailing in the realistic cinematic, “Rebirth”, created in partnership with Quixel and Unreal Engine for GDC 2019. Houdini: https://www.sidefx.com/ Unreal Engine: https://www.unrealengine.comRead More →

Houdini 17/17.5 include a number of excellent updates/additions to destruction workflows. In this presentation, Keith will discuss how his preferred destruction workflow has evolved with these new features. He’ll also compare bespoke techniques to built-in solutions & use the example scene from his recently revamped CGMA ‘Mastering Destruction in Houdini’Read More →

What does it take to create photo-realistic furry creatures? We will try to answer that question by looking back at some of the recent creatures that have come through Framestore IA, and exploring the various grooming techniques we have developed in our department. AHMED GHARRAPH | Joint Head of CGRead More →

Houdini use is getting more and more prominent within both bigger and smaller studios. As a freelancer I work for a lot of different studios. Both on-site and remote. It’s interesting to see the increased use, but also the different integration of the software in the pipeline (or lack thereof).Read More →

Learn about Pixar’s brand new RenderMan for Houdini plugin, completely rewritten to support the latest interactive workflows in RenderMan. Sarah Forcier will demonstrate RenderMan’s greatly improved integration with Houdini, including interactive modeling, shading, and lighting. Sarah will also highlight features like seamless support for Houdini’s geometric attributes, and the additionRead More →

Let’s finish up our Scatter HDA and get some VEX code in place to handle the data on the points, so we are instantiating foliage in Unity. This lesson is part of a larger collection of tutorials which you can access here along with project files: https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/Read More →

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