SIGGRAPH 2019演讲视频
Crowd Workshop – PT 1: RIGGING | Louis-Philippe Clavet | SIGGRAPH 2019
It does not take an army of artists to make a crowd shot! This workshop is intended for generalists or small teams of versatile artists who wish to become familiar with the crowd toolset in Houdini.
This three-part workshop covers the key concepts of a usual crowd workflow. Starting with rigging, we will see how to draw bones, capture a geometry and create a digital asset from our rig. Then, we will animate our character, set up agents and simulate the crowd. Finally, we will light, shade and render our scene.
[SCENE FILES: https://sidefx.co/2MB5zVy]
PART 2: https://sidefx.co/2MDtGD5
PART 3: https://sidefx.co/2MDVHKT
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
一群艺术家不需要拍摄人群!本次研讨会面向希望熟悉Houdini人群工具集的多才多艺的艺术家的通才或小团队。
这个由三部分组成的研讨会涵盖了通常的人群工作流程的关键概念。从装配开始,我们将看到如何绘制骨骼,捕获几何体并从我们的装备中创建数字资产。然后,我们将为我们的角色设置动画,设置代理并模拟人群。最后,我们将照亮,遮蔽和渲染我们的场景。
[SCENE FILES: https://sidefx.co/2MB5zVy]
PART 2: https://sidefx.co/2MDtGD5
PART 3: https://sidefx.co/2MDVHKT
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
Crowd Workshop – PT 2: AGENTS & SIMULATION | Louis-Philippe Clavet | SIGGRAPH 2019
It does not take an army of artists to make a crowd shot! This workshop is intended for generalists or small teams of versatile artists who wish to become familiar with the crowd toolset in Houdini.
This three-part workshop covers the key concepts of a usual crowd workflow. Starting with rigging, we will see how to draw bones, capture a geometry and create a digital asset from our rig. Then, we will animate our character, set up agents and simulate the crowd. Finally, we will light, shade and render our scene.
[SCENE FILES: https://sidefx.co/2MB5zVy]
PART 1: https://sidefx.co/2MEyLuS
PART 3: https://sidefx.co/2MDVHKT
谷歌翻译:
一群艺术家不需要拍摄人群!本次研讨会面向希望熟悉Houdini人群工具集的多才多艺的艺术家的通才或小团队。
这个由三部分组成的研讨会涵盖了通常的人群工作流程的关键概念。从装配开始,我们将看到如何绘制骨骼,捕获几何体并从我们的装备中创建数字资产。然后,我们将为我们的角色设置动画,设置代理并模拟人群。最后,我们将照亮,遮蔽和渲染我们的场景。
[SCENE FILES: https://sidefx.co/2MB5zVy]
PART 1: https://sidefx.co/2MEyLuS
PART 3: https://sidefx.co/2MDVHKT
Crowd Workshop – PT 3: SHADING & RENDERING | Louis-Philippe Clavet | SIGGRAPH 2019
It does not take an army of artists to make a crowd shot! This workshop is intended for generalists or small teams of versatile artists who wish to become familiar with the crowd toolset in Houdini.
This three-part workshop covers the key concepts of a usual crowd workflow. Starting with rigging, we will see how to draw bones, capture a geometry and create a digital asset from our rig. Then, we will animate our character, set up agents and simulate the crowd. Finally, we will light, shade and render our scene.
[SCENE FILES: https://sidefx.co/2MB5zVy]
PART 1: https://sidefx.co/2MEyLuS
PART 2: https://sidefx.co/2MDtGD5
谷歌翻译:
一群艺术家不需要拍摄人群!本次研讨会面向希望熟悉Houdini人群工具集的多才多艺的艺术家的通才或小团队。
这个由三部分组成的研讨会涵盖了通常的人群工作流程的关键概念。从装配开始,我们将看到如何绘制骨骼,捕获几何体并从我们的装备中创建数字资产。然后,我们将为我们的角色设置动画,设置代理并模拟人群。最后,我们将照亮,遮蔽和渲染我们的场景。
[SCENE FILES: https://sidefx.co/2MB5zVy]
PART 1: https://sidefx.co/2MEyLuS
PART 2: https://sidefx.co/2MDtGD5
Enter the Phoenix | Jorge Razon | SIGGRAPH 2019
Jorge showcases some of the dynamics simulations done by Soho VFX. Using Houdini’s highly customizable procedural workflow allowed Soho to develop unique effects including the “Bamf” and “Entity” for Dark Phoenix.
Jorge Razon is a VFX Supervisor at Soho VFX in Toronto, ON. He has been working in the industry since 2002 completing over 40 feature films including “Logan”, “Wonder Woman” and “In Time”. Jorge is also a part-time Professor at Centennial College teaching Houdini to the next generation of Visual Effects Artists. His most recent completed project is the 8th and final season of “Game of Thrones”. Jorge lives in Toronto and spends his free time snowboarding, racing and enjoying the great outdoors.
MORE HOUDINI HIVE SIGGRAPH TALKS: sidefx.co/2ZE890H
谷歌翻译:
Jorge展示了Soho VFX完成的一些动力学模拟。使用Houdini高度可定制的程序工作流程,Soho可以开发独特的效果,包括暗凤凰的“Bamf”和“Entity”。
Jorge Razon是位于安大略省多伦多Soho VFX的视觉特效监督员。自2002年以来,他一直在这个行业工作,完成了超过40部故事片,包括“洛根”,“神奇女侠”和“及时”。 Jorge还是Centennial College的兼职教授,他将Houdini教授给下一代视觉效果艺术家。他最近完成的项目是“权力的游戏”的第8季和最后一季。豪尔赫住在多伦多,他的空闲时间滑雪,赛车和享受户外活动。
MORE HOUDINI HIVE SIGGRAPH TALKS: sidefx.co/2ZE890H
CG Blacksmithing | Fianna Wong | SIGGRAPH 2019
Fianna delivers a smörgåsbord of stuff that is currently cooking in the SideFX dev kitchen – modeling, UI and god knows what else. Sometimes you smell burning, but other times we also get pastry too!
Fianna Wong is a Technical Marketing Lead at SideFX and is most known as the robot voice of the Houdini Quickstart videos. She loves hardsurface modeling pr0n and still cannot believe that after so many years (since starting out with Infini-D and Bryce), the CG industry continues to innovate!
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
Fianna提供了一些目前在SideFX开发厨房烹饪的东西 – 建模,UI和上帝知道还有什么。有时你闻到燃烧的味道,但有时我们也会得到糕点!
Fianna Wong是SideFX的技术营销负责人,最着名的是Houdini Quickstart视频的机器人声音。她喜欢hardsurface modeling pr0n并且仍然无法相信经过这么多年(从Infini-D和Bryce开始),CG行业不断创新!
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
“Game” Development Tools | Luiz Kruel | SIGGRAPH 2019
Luiz gives a quick overview of the various tools the game dev team has been working on recently, including how the team’s development process has evolved over the years. He also makes a few surprise announcements and reveals the future of the Game Development Toolset. Finally, he explores some of the ways artists can leverage the game dev tools in both film and television projects.
Luiz Kruel is a Sr. Technical Artist at SideFX Software. With a decade of production experience in games, he has worked on several of the largest franchises in the industry, including Halo, Call of Duty, Doom, Madden and Just Cause. He is a part of our games team and responsible for developing tools to bridge the gap between Houdini and Game Engines.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
Luiz简要概述了游戏开发团队最近开展的各种工具,包括团队开发过程多年来的发展历程。他还发布了一些惊喜公告,揭示了游戏开发工具集的未来。最后,他探讨了艺术家在电影和电视项目中利用游戏开发工具的一些方法。
Luiz Kruel是SideFX Software的高级技术艺术家。凭借十年的游戏制作经验,他曾参与过几个业内最大的特许经营,包括Halo,使命召唤,毁灭战士,劲爆和正义事业。他是我们游戏团队的一员,负责开发工具以弥合Houdini和游戏引擎之间的差距。
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
Science-Based Storytelling in Planetarium Show Production & Other Digital Media | Jerone Lapré |…
Jeroen Lapré, Senior Technical Director of the Visualization Studio at the California Academy of Sciences, talks about science-based storytelling for planetarium show production, and other media at the Academy. The “VIZ” Studio adapts tools and techniques from the film production, visual effects, digital animation, and real time computer graphics industries; to produce science media that is accessible to the general public. This talk covers how the procedural power of SideFX Houdini has become an important part of the studio pipeline over the years.
Jeroen Lapré, has held the role of Senior Technical Director of the Visualization Studio in the California Academy of Sciences since 2008. He led the research into and adoption of Houdini as a core tool for the Academy’s Visualization Studio. On the most recent planetarium production, Lapré has worked on the powers-of-ten dive into a coral—showing the community of polyps at the microscopic level to reveal the processes of symbiosis, photosynthesis, coral bleaching and spawning. A longtime Industrial Light & Magic veteran, in his personal time Jeroen is producing his own digital short film based on Arthur C. Clarke’s short story, “Maelstrom II.”
谷歌翻译:
加州科学院可视化工作室的高级技术总监JeroenLapré谈到了天文馆节目制作的基于科学的讲故事,以及该学院的其他媒体。 “VIZ”工作室采用电影制作,视觉效果,数字动画和实时计算机图形工业的工具和技术;制作公众可以获取的科学媒体。本演讲将介绍SideFX Houdini的程序功能多年来如何成为工作室管道的重要组成部分。
JeroenLapré自2008年以来一直担任加州科学院可视化工作室的高级技术总监。他领导研究并采用Houdini作为学院可视化工作室的核心工具。在最近的天文馆生产中,拉普雷已经开始研究珊瑚的十次潜水 – 在微观层面上展示珊瑚群落,以揭示共生,光合作用,珊瑚褪色和产卵的过程。作为工业光魔的长期资深人士,在他个人的时间里,Jeroen根据Arthur C. Clarke的短篇小说“Maelstrom II”制作了他自己的数字短片。
Mortal Kombat 11: A Bloody Production Talk | Matt Battaglia | SIGGRAPH 2019
Dive into the techniques and production lessons learned during the development of Mortal Kombat 11 with Houdini. We will focus on our geometry cache pipeline which allowed us to leverage Houdini’s fluid simulation tools to drive our unique cinematic blood effects. As a studio new to Houdini, we will give a behind the scenes look at some of our assets and share a little bit of the wisdom we’ve gained while ramping up on Houdini over a two year development cycle.
Matt Battaglia is the Technical Art Lead at NetherRealm Studios. With over 14 years of professional experience, Matt has a background in AAA game development, feature film, and teaching. He enjoys developing asset pipelines and pushing the boundaries of what is possible in real time rendering and visual effects. While not chipping away at his ever growing list of research projects or new software to learn, he enjoys tackling home improvement projects and attempting to entertain his wife and daughter with bad dad jokes.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
深入了解与Houdini一起开发Mortal Kombat 11期间学到的技术和生产经验。我们将专注于几何缓存管道,这使我们能够利用Houdini的流体模拟工具来驱动我们独特的电影血液效果。作为Houdini的新工作室,我们将在幕后展望我们的一些资产,并分享我们在两年开发周期中逐步增加Houdini所获得的智慧。
Matt Battaglia是NetherRealm Studios的技术艺术负责人。 Matt拥有超过14年的专业经验,拥有AAA游戏开发,故事片和教学背景。他喜欢开发资产管道并推动实时渲染和视觉效果的可能性。虽然没有削减他不断增长的研究项目或新软件的学习清单,但他喜欢解决家庭装修项目,并尝试用坏爸爸的笑话来招待他的妻子和女儿。
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
What is USD: A Primer | Rob Stauffer | SIGGRAPH 2019
Universal Scene Description (USD) is open source software designed to make it easier to “interchange and augment arbitrary 3D scenes that may be composed from many elemental assets.” This is going to have a profound affect on how studios build pipelines in the future and with SideFX Solaris working natively with USD, it will be an important part of working with Houdini. Let’s take a look at this new technology and how you can begin implementing it in your studio.
Rob Stauffer is a Senior Production Consultant at SideFX. He has over 20 years experience in computer graphics and visual effects. Rob started his career at Digital Domain and has worked at Sony Imageworks, Weta Digital, Asylum FX and most recently was an FX Supervisor at Rhythm and Hues. He has contributed to the FX of over 20 feature films including, “Lord Of The Rings: The Return of The King”, “Spiderman 2”, “X-Men:First Class”, “The Day After Tomorrow” and “Seventh Son”. Rob joined SideFX in 2013 where he educates new and existing clients on the features of Houdini. Consults with studios on their pipelines and where Houdini may fit in and explores new and future technologies within VFX,Games and VR.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
通用场景描述(USD)是一种开源软件,旨在使“交换和增强可能由许多元素资产组成的任意3D场景”变得更加容易。这将对工作室未来如何构建管道产生深远影响,并且SideFX Solaris本身与USD一起工作,这将是与Houdini合作的重要部分。让我们来看看这项新技术以及如何在您的工作室中开始实施它。
Rob Stauffer是SideFX的高级制作顾问。他在计算机图形和视觉效果方面拥有20多年的经验。 Rob的职业生涯始于Digital Domain,曾在Sony Imageworks,Weta Digital,Asylum FX工作,最近担任Rhythm and Hues的外汇主管。他为超过20部故事片的外汇做出了贡献,包括“指环王:王者归来”,“蜘蛛侠2”,“X战警:头等舱”,“明日之后”和“第七儿子” “.Rob于2013年加入SideFX,在那里他教授新老客户关于Houdini的功能。与他们的管道工作室和Houdini可能适合的工作室进行协商,并在VFX,Games和VR中探索新的和未来的技术。
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
Spider-Man’s Webs: His most Valuable Superpower | Pouyan Navid | SIGGRAPH 2019
Pouyan will be demonstrating how we created organic looking spider webs from scratch for Spider-Man commercials. He will cover creating the geometry with curves, web shooting animation, dynamic simulation to show weight and movement and finally making shaders and rendering it.
Pouyan Navid knew from an early age he wanted to be a visual effects artist. He started his career in the industry as a VFX artist at local TV stations before going to school for Visual Effect. Over the years he has strived to better his craft and continue to learn and teach others at the schools that taught him, Cal State Northridge. He has held many roles in his career from technical director to character animator, Lighting and Rigging to FX and CG lead to his current role as CG supervisor at Method Studios in Los Angeles.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
Pouyan将展示我们如何从头开始为蜘蛛侠商业广告制作有机外观的蜘蛛网。他将介绍如何使用曲线创建几何体,网页拍摄动画,动态模拟以显示重量和运动,最后制作着色器并渲染它。
Pouyan Navid从小就知道他想成为一名视觉特效艺术家。在开始视觉效果学校之前,他在当地电视台作为视觉特效艺术家开始了他的职业生涯。多年来,他一直努力改进自己的技艺,并继续在教授他的学校Cal State Northridge学习和教导他人。他在职业生涯中担任过许多职务,从技术总监到角色动画师,照明和索具到FX和CG,他目前担任洛杉矶Method Studios的CG主管。
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
Vellum Unveiled | John Moncrief | SIGGRAPH 2019
The Houdini Vellum toolset introduces a streamlined approach to creating cloth, grain, string, and soft body simulations. In this presentation John will walk you through practical introductory applications of the Vellum toolset. We will also discuss the implementation of workflows useful for multiple parts of the pipeline, including production methodology for artists using either Houdini FX or Houdini Core.
SCENE FILES: https://sidefx.co/2ZDS0YZ
John Moncrief is the Education Training Lead at SideFX. Previously, he was the Resident Dynamics Instructor and Dynamics Curriculum Manager at Pluralsight Creative. John has been teaching various visual effects software packages to creative industry professionals for more than 15 years. He lives for the rush of seeing his pupils experience “light bulb” moments. His latest passion is making sure that no software or tools can get in the way of an artist expressing their creative vision.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
Houdini Vellum工具集引入了一种简化的方法来创建布料,纹理,字符串和柔体模拟。在此演示文稿中,John将引导您完成Vellum工具集的实用介绍性应用程序。我们还将讨论对管道的多个部分有用的工作流的实现,包括使用Houdini FX或Houdini Core的艺术家的制作方法。
SCENE FILES: https://sidefx.co/2ZDS0YZ
John Moncrief是SideFX的教育培训负责人。此前,他是Pluralsight Creative的Resident Dynamics讲师和动力学课程经理。 John已经为创意行业专业人士教授各种视觉效果软件包超过15年。他的生活是因为看到他的学生经历“灯泡”时刻。他最近的热情是确保没有任何软件或工具可以妨碍艺术家表达他们的创造性愿景。
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
Two tricks to make your Procedural Shading Workflow more Efficient | Oliver Markowski | SIGGRAPH…
Oliver will show you two techniques that made the procedural shading workflow at RISE much more efficient. First, he will talk about old-school texture-bombing. Even though this technique has been around for decades, it is massively under-utilized because there is no out-of-the-box support for it in any render-package. Oliver will demonstrate the RISE texture-bomber on two shots from the Amazon series “Beat” and show you how to implement it in VEX. In the second part you will learn how RISE implemented a fully automated texture-baking process for large scale production scenes. It consists of VOP nodes that define bake-points in your shading-tree, a SOP node to setup the bake and a bit of python that analyzes your current scene and builds up all the necessary baketexture ROPs.
Oliver Markowski is the CG Supervisor at RISE | Visual Effects Studios’ Munich facility. Before joining the RISE team, Oliver previously worked as a Freelancer for notable companies including Scanline, Trixter, Mackevision and Framestore. Oliver is an active board member of the German section of the Visual Effects Society and a proud self-dubbed geek who builds gadgets like his own low-budget mini light-stage for face scanning in his spare time.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
Oliver将向您展示两种技术,使RISE的程序着色工作流程更加高效。首先,他将谈论老派的纹理轰炸。尽管这种技术已经存在了几十年,但由于在任何渲染包中都没有开箱即用的支持,因此它被大量使用不足。 Oliver将在亚马逊系列剧“Beat”中展示RISE纹理轰炸机,并向您展示如何在VEX中实现它。在第二部分中,您将了解RISE如何为大规模生产场景实现全自动纹理烘焙过程。它由用于定义着色树中的烘焙点的VOP节点,用于设置烘焙的SOP节点和用于分析当前场景并构建所有必需的baketexture ROP的一些python组成。
Oliver Markowski是RISE |的CG主管Visual Effects Studios的慕尼黑工厂。在加入RISE团队之前,Oliver之前曾担任着名公司的自由撰稿人,包括Scanline,Trixter,Mackevision和Framestore。 Oliver是视觉效果协会德国部门的活跃董事会成员,也是一位自豪的自称为极客的极客,他在业余时间制作像他自己的低预算迷你灯光舞台一样的面部扫描工具。
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
Houdini Foundations: Pipeline in a Box | Robert Magee | SIGGRAPH 2019
The procedural nature of Houdini gives artists a built-in pipeline-in-a-box experience. In this presentation, Robert will introduce you to the nodes, networks and assets that define the core of this workflow which allows for multiple iterations and changes deep in production. He will also explore how tools such as Houdini Engine and PDG let you build a studio-level solution that makes proceduralism available to the whole pipeline.
Robert Magee is a Senior Product Marketing Manager at SideFX who has been working with Houdini for over 15 years. He has created lots of learning material such as the Houdini Foundations book which are designed to help artists get started with Houdini.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
Houdini的程序性质为艺术家提供了内置的流水线体验。在此演示文稿中,Robert将向您介绍定义此工作流核心的节点,网络和资产,从而允许在生产过程中进行多次迭代和更改。他还将探索Houdini Engine和PDG等工具如何构建工作室级解决方案,使整个流程中的程序化可用。
Robert Magee是SideFX的高级产品营销经理,他与Houdini合作已超过15年。他创作了许多学习材料,如Houdini Foundations一书,旨在帮助艺术家开始使用Houdini。
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
Learning Houdini: You’re Doing It Wrong and How to do it Right | Matt Estela | SIGGRAPH 2019
There are so many learning resources around, it must be easy to learn Houdini and get a job right? Having spent several years writing CGWiki, looking at hundreds of showreels, hiring lots of artists, and now teaching Houdini at a masters degree level at the UTS Animal Logic Academy, Matt has thought about what defines a strong FX artist. Using examples from his current students, he’ll break down what skills are essential, and how to best demonstrate them in a reel. Seniors and supervisors are encouraged to agree/disagree loudly.
Matt Estela is VFX Lead in Residence at The Animal Logic Academy, University of Technology Sydney. He teaches VFX and VR as part of a Masters of Animation and Visualization. Matt also maintains CGWiki, a popular website for Houdini training, and prior to UTS spent nearly 10 years at Animal Logic in Lighting, FX and CG supervisor roles.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
谷歌翻译:
周围有很多学习资源,学习Houdini并找到合适的工作一定很容易吗?花了几年时间编写CGWiki,看了数百个showreels,雇佣了很多艺术家,现在在UTS动物逻辑学院教授Houdini硕士学位,Matt考虑了什么定义了一个强大的外汇艺术家。使用他现有学生的例子,他将分解哪些技能至关重要,以及如何最好地展示它们。鼓励老年人和主管大声同意/不同意。
Matt Estela是悉尼科技大学动物逻辑学院的VFX主任。他教VFX和VR作为动画和可视化大师的一部分。 Matt还负责维护Houdini培训的热门网站CGWiki,此前UTS在Animal Logic担任了近10年的照明,FX和CG主管角色。
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H