Houdini全球蜂巢研讨会-视觉特效篇Houdini HIVE Worldwide | VISUAL FX
Vehicle Destruction & Dynamic Rigging with RBDs _ Keith Kamholz _ Houdini HIVE Worldwide
In this talk, DNEG FX Lead & destruction-specialist Keith Kamholz discusses his preferred workflow for RBD-based vehicle destruction. He will cover asset preparation, building flexible dynamic RBD rigs, the simulation itself, and how to apply that simulation to the final render geometry. He’ll also discuss various techniques for working with input animation and for shattering various types of glass.
Keith Kamholz is a Lead FX Technical Director at DNEG, and he has previously worked at Industrial Light & Magic, Blue Sky Studios, Tippett Studio, and Framestore NY. He also teaches a Destruction FX class online for CGMA. He’s worked on ~20 feature films, with credit highlights including Pacific Rim: Uprising, Venom, Transformers: Age of Extinction, Captain America: The Winter Soldier, & Ice Age: Continental Drift. Keith has also presented some of his destruction techniques at SIGGRAPH 2018, courtesy of SideFX. He earned a dual-major B.A. in Computer Science & Media Study at SUNY Buffalo, and an M.S. in Digital Imaging and Design at NYU’s CADA.
谷歌翻译:
在此演讲中,DNEG FX主管和破坏专家Keith Kamholz讨论了他基于RBD的车辆破坏的首选工作流程。他将介绍资产准备,构建灵活的动态RBD装备,模拟本身以及如何将模拟应用于最终渲染几何体。他还将讨论用于输入动画和粉碎各种类型玻璃的各种技术。
Keith Kamholz是DNEG的首席外汇技术总监,他之前曾在Industrial Light&Magic,Blue Studios,Tippett Studio和Framestore NY工作。他还为CGMA在线教授Destruction FX课程。他参与了约20部故事片的拍摄工作,并获得了许多荣誉,其中包括《环太平洋:起义》,《毒液》,《变形金刚:灭绝年代》,《美国队长:寒冬士兵》和《冰河世纪:大陆漂移》。 Keith还通过SideFX在SIGGRAPH 2018上介绍了他的一些销毁技术。他在纽约州立大学布法罗分校获得了计算机科学与媒体研究双学士学位,并在纽约大学的CADA获得了数字成像与设计硕士学位。
MANvsMACHINE _ TimBolland _ Houdini HIVE Worldwide
My plan is to run you through a typical ManvsMachine project, beginning with our directors treatment and then realizing it through Houdini’s extensive toolset.
Tim Bolland is currently a Lead Designer at ManvsMachine, London. Having moved over 2 years ago from Glassworks Amsterdam where he worked as a VFX Artist for 8 years. Throughout his career, he has collaborated on many projects and high-end commercials for clients including Apple, Nike, Adidas, BMW, Dior, and many more. His weapon of choice is Houdini, where he strives to find the balance between the technical, artistic and observational aspects of 3D design.
谷歌翻译:
我的计划是引导您完成一个典型的ManvsMachine项目,从我们的董事待遇开始,然后通过Houdini的广泛工具集实现它。
Tim Bolland目前是伦敦ManvsMachine的首席设计师。 2年前,他从阿姆斯特丹Glassworks移居,在那里他担任VFX艺术家长达8年。在他的整个职业生涯中,他为苹果,耐克,阿迪达斯,宝马,迪奥等众多客户开展了许多项目和高端商业广告。他选择的武器是Houdini,他致力于在3D设计的技术,艺术和观察方面找到平衡。
Artist to Leader _ Hudson Martins _ Houdini HIVE Worldwide
Artist to Leader is a talk from Hudson Martins Head of FX in Axis Studios. It is aimed towards artists and supervisors alike. Hudson is planning to share his knowledge and experience adapting from being a Houdini generalist artist and to managing a team of FX artists across multiple disciplines such asHoudini FX for trailers and series, for in Game cinematics and even Traditional 2D FX. The talk will take you through a timerly journey following a team size of 3 artists to what now averages 20+ on busier periods.Meanwhile he will be sharing similar knowledge of Head of FX, FX supervisors and FX leads from other companies which consent in order to show similarities as well as differences depending on your company’s needs. This is not about sharing business secrets, rather sharing essential knowledge Hudson wishes he knew when he started the journey of leading the FX -Team.
Hudson Martin makes sparks fly at Axis Studios – he’s the brains behind the complex, swirling, beautiful FX seen across many of our projects. Brazilian born Hudson moved to Sweden to study industrial engineering where exposure to CAD and Autodesk Inventor inspired him to switch his degree to computer graphics. At Axis Studios, he manages the ever-growing FX team (also known as the X-Team), who take an artistic approach to FX, using movement and timing to support the storytelling. His team consistently pushes the bar, finding new ways to deliver the highest quality eye-opening visuals, whether it’s simple real time sparks, hand drawn 2D FX for a stylized project, or a full on destruction simulation sequence for a cinematic.
谷歌翻译:
Artist to Leader是Axis Studios FX主管Hudson Martins的演讲。它针对艺术家和主管。 Hudson计划分享自己的知识和经验,从成为Houdini多才多艺的艺术家,到管理跨学科的FX艺术家团队,例如用于预告片和系列的Houdini FX,以及游戏电影甚至传统2D FX。这次演讲将带您经过一个由三名艺术家组成的团队,到繁忙时期平均达到20岁以上的团队,同时他将分享与FX主管,FX主管和来自其他公司的FX主管相似的知识根据您公司的需求显示相似点和不同点。这并不是要分享商业机密,而是要分享基本知识,哈德森希望他开始领导FX -Team团队时就知道。
哈德森·马丁(Hudson Martin)在Axis Studios放飞了火花–他是在我们许多项目中看到的复杂,漩涡状,美丽的FX背后的大脑。出生于巴西的哈德森(Hudson)移居瑞典学习工业工程,在那里接触CAD和Autodesk Inventor启发了他将其学位转换为计算机图形学。在Axis Studios,他管理着不断成长的FX团队(也称为X团队),他们以艺术性的方式来处理FX,并使用动作和时机来支持讲故事。他的团队不断努力,寻找新的方法来提供最高质量的令人惊叹的视觉效果,无论是简单的实时火花,用于风格化项目的手绘2D FX还是用于电影的完整破坏模拟序列。
Natural Destruction _ David Adan _ Houdini HIVE Worldwide
This presentation will showcase several workflows to handle what can usually be a challenging task, destruction of natural assets such as trees, plants and other organic objects. Not only will the presentation focus on destruction, but it will also showcase some procedural modeling techniques, streamlining asset creation with TOPs, and handling of large amounts of data, which are very common when creating CG environments.
David Adan is a Visual Effects Technical Director with more than 15 years of experience working in the Television, Games, Films, Architecture and Education industries. David has a bachelor’s degree in Graphic Design and received the “Discreet Certified Instructor” title in 2004 to teach 3D Studio Max and Combustion software. Early in his professional career, David produced several successful Television campaigns for major clients including TV Azteka, Unilever and La Salle University. In the Architecture industry, he has provided photorealistic renderings and animations for high-end projects for the Royal Family of Qatar and the Qatar Armed forces. More recently his passion for cinematography and VFX has led him to work initially as a Digital Compositor, and currently as an FX TD in films like the Turkish epic “Fetih 1453”, “Jumanji: Welcome to the Jungle”, “Asura”, and more recently “Godzilla: King of Monsters”, “Terminator: Dark Fate” and “Angel has Fallen”, among others. Currently, David is working as Lead FX TD at Cinesite Montreal.
谷歌翻译:
本演讲将展示一些工作流程,以处理通常具有挑战性的任务,即破坏自然资产,如树木,植物和其他有机物体。该演讲不仅将重点放在销毁上,还将展示一些过程建模技术,使用TOP简化资产创建以及处理大量数据,这在创建CG环境时非常常见。
David Adan是视觉效果技术总监,在电视,游戏,电影,建筑和教育行业拥有超过15年的经验。 David拥有平面设计学士学位,并于2004年获得“ Discreet认证讲师”称号,以教授3D Studio Max和Combustion软件。 David在其职业生涯的早期,曾为主要客户(包括阿兹台克电视台,联合利华和拉萨尔大学)成功制作了多次电视广告。在建筑行业,他为卡塔尔王室和卡塔尔武装部队的高端项目提供了逼真的渲染和动画。最近,他对摄影和视觉特效的热情促使他最初担任数字合成器的工作,目前在土耳其史诗级电影“ Fetih 1453”,“ Jumanji:欢迎来到丛林”,“ Asura”等电影中担任FX TD。最近还有“哥斯拉:怪物之王”,“终结者:黑暗命运”和“天使堕落”等。 David目前在Cinesite Montreal担任Lead FX TD。
Ready for Battle – The FX in Midway _ Marc Joos and Adam Figielski _ Houdini HIVE Worldwide
It’s all hands on deck as we embark on Roland Emmerich’s World War II epic to explore how the visual effects were used in this film. Learn how highly orchestrated FX techniques brought aircrafts, ships and the Pacific ocean to life. Through detailed historical research, previs, animation and various software, Pixomondo’s visual effects in the film vividly recreated the past so audiences could experience it in the present.
Adam Figielski is a VFX Supervisor who has a passion for creating digital environments for film was awoken when he joined the Pixomondo team in 2008 to work as a Digital Matte Painter on Pixomondo’s first feature film, The Red Baron. Since then, Adam has contributed to a variety of projects including Game of Thrones, 2012, Oblivion, Red Tails and the Academy Award-winning film Hugo.He was awarded with a Primetime Emmy Award for Outstanding Visual Effects and a VES Award for his work on the second season of HBO’s Game of Thrones.Adam’s creative vision and technical skills ensured he quickly became part of the core team as an Environment Supervisor and subsequently as a Visual Effects Supervisor at the Stuttgart facility. As a Supervisor he is known for his technical expertise, fine sense of color and image composition and as well as his driving visual inspiration.Further feature film and TV series credits include Live by Night, Wolf Totem, Fast Five, Furious Seven, Ninja Assassin, Fear the Walking Dead, Steven Spielberg’s Bridge of Spies, Star Trek: Discovery, The Wandering Earth, Iron Sky 2: The Coming Race.Most recently, Adam acted as a division VFX Supervisor on the latest Roland Emmerich film, Midway and the Disney hit, Star Wars: The Mandalorian.
Marc Joos is Head of FX since his early childhood Marc Joos had been drawn to art. What started with drawing and painting evolved to putting his work in three-dimensional space during his studies. For all his time in the VFX industry he has been faithful to Pixomondo, starting as a CG generalist in Frankfurt, continuing with CG and animation in LA until his path lead him to Stuttgart for working on Red Tails. His first FX task was for the Oscar winning Hugo, which was the foundation for many other well-known projects such as Game of Thrones, Fast and Furious 7, The Walking Dead, Justice League and The Mandalorian. Since 2018, Marc has acted as Head of FX department overseeing FX tasks for a multitude of projects and helping other artist grow to great potential.
谷歌翻译:
当我们踏上罗兰·艾默里奇(Roland Emmerich)的第二次世界大战史诗片,探索这部电影中的视觉效果是如何使用时,一切都准备就绪。了解精心设计的FX技术如何使飞机,轮船和太平洋栩栩如生。通过详细的历史研究,预录,动画和各种软件,皮克斯蒙多在影片中的视觉效果生动地再现了过去,因此观众可以立即体验。
Adam Figielski是一名VFX主管,他热衷于为电影创建数字环境,并于2008年加入Pixomondo团队,在Pixomondo的第一部长片《红色男爵》中担任数字磨砂画家时被唤醒。从那时起,亚当就参与了多个项目,包括《权力的游戏》(Game of Thrones),2012年的《遗忘》,《红尾巴》(Red Tails)和获得奥斯卡奖的电影《雨果》(Hugo),并获得了黄金时段艾美奖最佳视觉效果奖和VES奖。在HBO的《权力的游戏》第二季中,Adam的创造力和技术水平确保他迅速成为核心团队的一员,担任环境主管,随后成为斯图加特工厂的视觉效果主管。作为主管,他以其专业技术,出色的色彩和图像构图以及驾驶视觉灵感而著称。其他长片电影和电视剧片包括《夜生活》,《狼图腾》,《快速五人》,《愤怒的七人》,《忍者刺客》。 ,《恐惧行尸走肉》,史蒂芬·斯皮尔伯格的《间谍之桥》,《星际迷航》,《发现》,《流浪的地球》,《钢铁之天空2》,《即将来临的种族》。最近,亚当担任最新罗兰·艾默里奇电影,中途岛和迪斯尼的视觉特效总监。热门影片《星球大战:曼达洛人》。
马克·乔斯(Marc Joos)自幼就开始着迷于艺术,因此他是外汇业务主管。从绘画开始,在他的学习期间就将他的作品置于三维空间中。在视觉特效行业的所有时间里,他一直忠于Pixomondo,从在法兰克福担任CG总经理开始,在洛杉矶从事CG和动画工作,直到他带领他前往斯图加特从事《 Red Tails》工作。他的第一个FX任务是为获得奥斯卡奖的雨果(Hugo),这是许多其他著名项目的基础,例如《权力的游戏》,《速度与激情7》,《行尸走肉》,正义联盟和曼达洛人。自2018年以来,马克(Marc)担任外汇部门主管,负责监督多个项目的外汇任务,并帮助其他艺术家发挥巨大潜力。
The Sparse Pyro Process _ Tyler Bay _ Houdini HIVE Worldwide
Houdini 18’s new sparse pyro solver features a workflow which offers a great way of handling combustion. In this tutorial, Tyler Bay provides an overview of how this new workflow generally operates while providing useful tips along the way.
Tyler Bay is a 3D Artist, teacher, and owner of cgforge.com an online learning website. His aim is to make tutorials that are thorough, accessible, and straight to the point.
谷歌翻译:
Houdini 18的新型稀疏热解器具有工作流程,为处理燃烧提供了绝佳的方法。在本教程中,Tyler Bay概述了此新工作流程通常如何运行,同时提供了一些有用的技巧。
Tyler Bay is a 3D Artist, teacher, and owner of cgforge.com an online learning website. His aim is to make tutorials that are thorough, accessible, and straight to the point.
Water Splashes on the Cheap (FLIP-Free) _ Nikolay Skolkov _ Houdini HIVE Worldwide
When you are pressed for time and you have to simulate water for a crowd of drowning survivors, you have to find a way to provide each survivor with their own unique splash. Sometimes when you don’t have the luxury of R&D iterations, you must consider cheaper but still effective solutions. In my case, the only solution for that was particles! I’m going to tell you how POPs saved the time for me.
Nikolay Skolkov has been creating visual content for many years, starting out with web graphics, flash scripting and animations and then moving over to 3D via architectural modeling. Nowadays, Nikolay spends his waking work hours at Wargaming in creating visual effects required on any given project, which encompasses many different areas. Most notably, this includes destruction, explosions, cloth simulations and FLIP fluids. Nikolay is based out of Minsk, Belarus and he will always have his node shapes as bricks, as he hates the custom shapes.
谷歌翻译:
当您迫不及待地需要为一群溺水的幸存者模拟水时,您必须找到一种方法为每个幸存者提供自己独特的飞溅。有时,当您没有足够的R&D迭代时,必须考虑更便宜但仍然有效的解决方案。就我而言,唯一的解决方案是微粒!我将告诉您POP如何为我节省时间。
尼古拉·斯科尔科夫(Nikolay Skolkov)多年来一直在创建视觉内容,从网络图形,Flash脚本和动画开始,然后通过建筑建模过渡到3D。如今,尼古拉(Nikolay)在Wargaming上度过了无聊的工作,为任何给定的项目(包括许多不同领域)创建所需的视觉效果。最值得注意的是,这包括破坏,爆炸,布料模拟和FLIP流体。尼古拉(Nikolay)来自白俄罗斯明斯克(Minsk),他讨厌节点形状,因此他的节点形状总是砖块。