Houdini 18.5全球学习交流研讨会Houdini HIVE Education Edition

Houdini 18.5全球学习交流研讨会Houdini HIVE Education Edition

BUas Procedural Showcase _ Aleksandra Radivilovic, Erwin Smeenge, Jens van Kampen, Joshua Rizzo …

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

In this presentation, a group of third-year students from Breda University of Applied Sciences will go over their tools / projects they made using Houdini. These tools are created to supply several game projects and cover topics such as procedural characters, building destruction, procedural landscapes and racetrack generation. Each student will present their project and explain their workflow.

Aleksandra Radivilovic is a 22-year-old student at Breda University of Applied Sciences. She is in her third year, but her first time focusing on technical art dates back to the beginning of her second year. Wanting to dip a toe into Houdini, she chose a procedural route for her first project of the year, and the rest is history. Since then she has been interested in everything procedural, as enjoys the creativity and problem-solving that goes into every new project. She is endlessly intrigued in the possibilities of procedurality and its ability to speed up game art pipelines. She is most interested in creating tools to help environment artists build large, beautiful open-worlds.

Erwin Smeenge is a 22- year-old visual art student at BredaUniversity of Applied Sciences. He is in the 3rd year of the study. During his study, he started to become more and more passionate about creating VFX. And once he started to learn Houdini and Unreal’s Niagara system, he was sold to become a VFX artist. His focus within being a VFX artist are creating destruction, pyro and magical effects in both real time and offline rendering.

Jens van Kampen is a 3rd year student at the Breda University of Applied Sciences and specialize in both procedural and environment art. His passion lies in the combination of these two, which is why almost all of his procedural work is environment-oriented. He is highly interested in simulating natural geological development and have a solid understanding of the environment art pipeline.

Joshua Rizzo is a 25-year-old Visual Arts Student at Breda University Of Applied Sciences and is currently in year 3. He was introduced to Houdini in his first year of Uni and ever since he has been passionate to use it for VFX & Proceduralism for Film & Games. Houdini allows him to work on various steps in the pipeline, from rapid prototyping to final asset delivery. His interest involves Procedural Tools, VFX & CFX for both Real-Time & Offline Rendering and he is looking forward to working in the industry.

Peter Prickarz is a 3rd year Tech Art student at Breda University of Applied Sciences. He uses Houdini to create procedural tools that make environment and level creation more efficient. He enjoys solving problems mathematically with VEX and Python. After graduating high school in Germany, he went to Breda to become an environment artist, but shifted to Tech Art as soon as he got in contact with Houdini.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

在本演示中,来自布雷达应用科技大学的一组三年级学生将介绍他们使用Houdini开发的工具/项目。创建这些工具是为了提供多个游戏项目,并涵盖诸如程序角色,建筑物破坏,程序景观和赛道生成等主题。每个学生将介绍他们的项目并解释他们的工作流程。

Aleksandra Radivilovic是布雷达应用科学大学的22岁学生。她已经三年级了,但是第一次专注于技术艺术可以追溯到第二年年初。她想穿上Houdini鞋,为此她今年的第一个项目选择了一条程序路线,剩下的就是历史了。从那时起,她对每个程序都产生了兴趣,并喜欢每个新项目的创造力和解决问题的能力。她对程序的可能性及其加速游戏流程的能力充满了无限的兴趣。她最感兴趣的是创建工具来帮助环境艺术家构建大型,美丽的开放世界。

Erwin Smeenge是布雷达应用科学大学的22岁视觉艺术系学生。他是研究的三年级。在学习期间,他开始对创建VFX越来越感兴趣。并且,一旦他开始学习Houdini和Unreal的Niagara系统,他就被出售成为一名VFX艺术家。他作为一名VFX艺术家的工作重点是在实时和脱机渲染中创造破坏力,火力和神奇效果。

Jens van Kampen是布雷达应用科技大学的三年级学生,专门研究程序和环境艺术。他的热情在于两者的结合,这就是为什么他几乎所有程序工作都注重环境的原因。他对模拟自然地质发展非常感兴趣,并且对环境艺术流程有深入的了解。

Joshua Rizzo是布雷达应用科学大学25岁的视觉艺术系学生,目前在3年级。他在大学入学的第一年就被介绍给Houdini,从那时起,他就一直热衷于将其用于VFX和过程主义电影和游戏。 Houdini允许他在开发中的各个步骤上工作,从快速原型制作到最终资产交付。他的兴趣涉及用于实时和脱机渲染的过程工具,VFX和CFX,并且他期待在该行业中工作。

彼得·普里卡兹(Peter Prickarz)是布雷达应用科技大学的3年级技术艺术系学生。他使用Houdini来创建使环境和关卡创建更加高效的程序工具。他喜欢用VEX和Python在数学上解决问题。在德国高中毕业后,他去了布雷达(Breda)成为一名环境艺术家,但是当他与Houdini接触后便转投Tech Art。

Creating Lightning with VEX _ Nathan Clark _ University of Bolton

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

The presentation will focus on the magic crystals project that was set for students by DNEG. I will first talk about my approach for this sort of project. I will then go into the lightning-based effect in more detail and explain my process for creating procedural lightning geometry with a combination VEX and VOPs. I will then explain how I went about adding a sparks simulation on top of the lightning to complete the effect.

Nathan Clark graduated from the University of Bolton with a degree in Visual Effects for TV and Film. Most of the work he does is on the technical side of VFX usually based around Rigging, FX and scripting
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

演讲将集中于DNEG为学生设置的魔幻水晶项目。我将首先谈谈我针对此类项目的方法。然后,我将更详细地介绍基于闪电的效果,并说明我结合VEX和VOP创建程序性闪电几何的过程。然后,我将解释如何在闪电顶部添加火花模拟以完成效果。

内森·克拉克(Nathan Clark)毕业于博尔顿大学,获得电视和电影视觉效果学位。他所做的大部分工作是在VFX的技术方面,通常基于Rigging,FX和脚本编写

Procedural Crystal Generation _ Rodney Mutanga _ University of Bolton

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

The Presentation will cover how I made the procedural crystal generator. I will cover the three different sections of the Procedural tool and this will include going through the sub-networks that are involved in creating the surface geometry and the internal structure. I will also cover how these two sections are combined together to generate the Houdini digital asset.

Rodney Mutanga is a visual effects graduate from the University of Bolton. He enjoys being a 3D generalists but lately, he has been having fun working within Houdini and exploring the world of procedural systems and a bit of FX.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

该演讲将介绍我如何制作程序晶体生成器。我将介绍过程工具的三个不同部分,其中包括遍历创建表面几何形状和内部结构所涉及的子网。我还将介绍如何将这两部分组合在一起以生成Houdini数字资产。

Rodney Mutanga是博尔顿大学视觉效果专业的毕业生。他喜欢当3D通才,但是最近,他在Houdini的工作中很有趣,并且探索了程序系统和FX的世界。

Breakdown of the Graduation Short ‘Migrants’ _ Antoine Dupriez & Migrant Movie Team _ ÉCOLE PÔLE…

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

During this breakdown, I will show you how Houdini helped us to create our environment, to produce our special effects and to work on the look development of our characters.

Antoine Dupriez just finished his studies at Pole IIID Roubaix, in France and he is now available for a job. He started to use Houdini less than two years ago and he is looking forward to exploring more with this software and all its possibilities.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

在此细分过程中,我将向您展示Houdini如何帮助我们创建环境,产生特殊效果并致力于角色的外观开发。

Antoine Dupriez刚刚在法国的Pole IIID Roubaix完成学业,现在可以工作了。他不到两年前就开始使用Houdini,他期待着使用此软件及其所有可能性进行更多的探索。

Abducting the Car, An Automobile Commercial _ Felipe Amaya _ Savannah College of Art and Design

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

An insider’s look at the process of an academic production simulation: from pre to post- production.

Felipe Amaya is a visual effects artist captivated by parametrization, proceduralism and dynamic effects. Coming from graphic design, Felipe has always been a very visual person, but throughout years of technical tinkering, he has enriched his design trained vision with technical knowledge allowing him to push the limits of his work little by little by expanding his creativity through technical solutions. He is currently a graduate student at the Savannah College of Art and Design pursuing an M.F.A degree in Visual Effects.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

业内人士对学术产品模拟过程的看法:从生产前到生产后。

费利佩·阿玛亚(Felipe Amaya)是一位视觉效果艺术家,着迷于参数化,程序主义和动态效果。来自图形设计的Felipe一直是一个非常视觉化的人,但是经过多年的技术修补,他通过技术知识丰富了他受过设计训练的视野,使他能够通过技术解决方案来扩大自己的创造力,从而逐步突破自己的工作极限。他目前是萨凡纳艺术与设计学院的研究生,攻读视觉效果硕士学位。

Flooding Stairs – Flip Fluids & Real-Life References _ Luke Vuilliomenet _ Savannah College of Ar…

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

An exploration into Houdini 18 Flip fluids, in order to replicate a real-life reference as closely as possible.

Luke Vuilliomenet is a Graduate student at the Savannah College of Art and Design (SCAD) working on his MFA in Visual Effects. His primary focus is Houdini FX and TD work with “Layering Life” into each scene as a driving mentality. His passion and philosophy stem from his experience of playing the violin with local youth orchestras and privately for eleven years. Some of the projects he has worked on include the 2020 Florida Film Festival nominee Doll Story directed by Zandria Ross, and the Giffoni International Film Festival Semi-Finalist The Pages of Destiny directed by Nico Rinciari. In his free time, he greatly enjoys hiking with his family and cooking.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

探索Houdini 18 Flip流体,以尽可能接近地复制真实参考。

Luke Vuilliomenet是萨凡纳艺术与设计学院(SCAD)的研究生,攻读视觉效果硕士学位。他的主要重点是Houdini FX和TD与“ Layering Life”一起在每个场景中作为驾驶心态。他的激情和哲学源于他与当地青年管弦乐队合作和小提琴演奏十一年的经验。他从事的一些项目包括由赞德里亚·罗斯(Zandria Ross)执导的2020年佛罗里达电影节提名人偶故事(Doll Story),以及由尼科·林恰里(Nico Rinciari)执导的吉佛尼国际电影节准决赛《命运的页》。在业余时间,他非常喜欢与家人远足和烹饪。

Production of Stranded _ Thomas Renault _ ESMA

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

Stranded is a graduation short film, made by 7 students from ESMA school in Montpellier, France. Members of the team and instructor talk about their experiences learning at ESMA and working in this production done almost entirely in Houdini.

Thomas Renault [Instructor] has been working in the 3D industry for almost 20 years, starting as a generalist artist in 2001. During his career he had the opportunity to work on various positions not only in 3D animation (video directing, 2D designer, web designer, motion designer,…) He worked in several studios as CG supervisor but his interest was always in FX understanding. Thomas joined the ESMA instructor team 5 years ago to communicate his passion for FX to students. in this weekend

Florent Sanglard [Student] has a high-school degree in architecture and did ESMA school after that. He was in charge of the FX on Stranded and he also did modeling and layout. Florent has always been interested in CGI and physics. That’s why FX is the perfect field to combine those interests. He had a good experience during his internship at solidAnim and is now junior Fx artist at Untold Studios in London.

Thomas Spony [Student] has a High School degree in Sciences and graduated from ESMA Montpellier in September 2020. On Stranded he was in charge of various tasks such as preproduction’s concept/colorscript, creature modeling and surfacing, environment from a to z, lookdev, lighting, compositing and render setup/debug. Thomas had the chance to do an internship at ArtCam production in Montpellier and he is now looking for professional opportunities.

Maxime Salvatore [Student] was in charge of animation, character FX and camera layout on the short movie Stranded. Former graphic designer, he has always been interested in cinema and animation. First as a hobby, he then went into a 4 years formation at ESMA school in France. His passion gave him the opportunity to work a few months on an animated show in Tokyo and today he’s moving to London to enter the VFX industry.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

《搁浅》是一部毕业短片,由法国蒙彼利埃ESMA学校的7名学生制作。团队成员和讲师谈论他们在ESMA上学习的经验以及在此制作工作中几乎完全在Houdini中完成的工作。

托马斯·雷诺(Thomas Renault)[讲师]在3D行业工作了近20年,从2001年开始担任多面手美术师。在他的职业生涯中,他有机会不仅在3D动画领域(视频导演,2D设计师,网络,设计师,动作设计师等)。他曾在多个工作室担任CG主管,但他始终对FX理解感兴趣。 Thomas于5年前加入ESMA讲师团队,向学生传达了他对FX的热情。在这个周末

Florent Sanglard [学生]拥有建筑专业的高中学位,并在那之后上了ESMA学校。他负责Stranded上的FX,还负责建模和布局。弗洛朗(Florent)一直对CGI和物理学感兴趣。这就是为什么FX是结合这些兴趣的理想领域。在solidAnim实习期间,他有很好的经验,现在是伦敦Untold Studios的初级Fx艺术家。

Thomas Spony [学生]拥有理科学士学位,并于2020年9月毕业于ESMA蒙彼利埃。在Stranded上,他负责各种任务,例如预生产的概念/颜色脚本,生物建模和表面处理,从a到z的环境,lookdev,照明,合成和渲染设置/调试。托马斯有机会在蒙彼利埃的ArtCam生产实习,他现在正在寻找专业机会。

Maxime Salvatore [学生]负责短片Stranded中的动画,角色FX和相机布局。前平面设计师,他一直对电影和动画感兴趣。首先,他是一个爱好,然后在法国的ESMA学校学习了4年的训练。他的热情使他有机会在东京的动画节目中工作了几个月,而如今他正前往伦敦进入视觉特效行业。

Procedural Approaches for Magical FX _ Sophie Noel & Mathieu Rondet _ ArtFX

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

Breakdown of FX behind the ArtFX 2020 graduation short, Haru & Houdini teaching approach at ArtFX.

Mathieu Rondet has worked for the past 13 years as a VFX artist for the marketing, movie and game cinematic industries in many studios including Mac Guff, Mikros image, Digital District, Mathematic, Ubisoft, Wizz/FIX studio and Attitude. Aside from specializing in pre-calculated 3D visual effects, he has also been involved in producing 2D effects for many projects as well as realtime VFX for institutional games. He also worked as a compositing artist for a while. Being a former scientist with two masters in biology, as well as a drawing artist and a photographer, he is always curious about finding cross-disciplinary ways to express one’s creativity. Focusing on Houdini, he joined the ArtFX team to share the knowledge he has acquired over the years with the students.

Sophie Noel is a 2020 graduate from ArtFX School, Montpellier, Sophie was hired at Luma Pictures, Melbourne, as an FX artist immediately following the completion of her studies. For the graduation short film Haru, she was an FX artist/TD and mainly focused on magical and procedural effects using Houdini : from FX designs to shading, render and pre-compositing, to get control of both artistic and technical aspects.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

ArtFX 2020毕业短短背后的FX细分,HarFX和Houdini在ArtFX的教学方法。

Mathieu Rondet在过去的13年中担任视觉工作室的视觉特效艺术家,在包括Mac Guff,Mikros image,Digital District,Mathematic,Ubisoft,Wizz / FIX工作室和Attitude等许多工作室的营销,电影和游戏电影行业中工作。除了专门研究预先计算的3D视觉效果外,他还参与了许多项目的2D效果以及机构游戏的实时VFX的制作。他还担任合成艺术家一段时间。作为一名拥有两个生物学硕士的前科学家,以及一名绘画艺术家和一名摄影师,他一直对寻找跨学科的方式来表达自己的创造力感到好奇。他专注于Houdini,加入了ArtFX团队,与学生们分享他多年来获得的知识。

Sophie Noel于2020年从蒙彼利埃ArtFX学校毕业,在完成学业后,她立即被墨尔本的Luma Pictures聘为FX艺术家。在毕业短片Haru中,她是FX艺术家/ TD,主要致力于使用Houdini的魔术效果和程序效果:从FX设计到着色,渲染和预合成,以控制艺术和技术方面。

Procedural Modeling of Japanese Castle _ Yoshihiro Miura _ Tokyo University of Technology

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

In this talk Yoshihiro will cover the procedural modeling of Japanese castle in Houdini in three parts: the stone foundation, the turrets and the gables, and then the town around the castle. This will serve as an overview to my approach, and this is not a complete breakdown of my workflow, but I am hoping you will learn how all the geometries are inter-connected one another.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

在本次演讲中,吉宏将分三部分介绍Houdini中的日本城堡的程序建模:石头基础,炮塔和山墙,然后是城堡周围的城镇。这将作为我的方法的概述,这不是我的工作流程的完整分解,但是我希望您能了解所有几何之间如何相互连接。

How to Learn Houdini from Scratch in 13 Weeks _ Matt Brunner _ Digipen

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

How do you introduce a production software package as massive and interesting as Houdini to new students? This talk is about the dilemmas I’ve faced answering that question and some of the solutions and results that I have come up with.

Matt Brunner currently works as a professor in the department of Animation and Production at DigiPen Institute of Technology outside of Seattle. He teaches courses in Houdini and game production. A lot of history preceded DigiPen. He started out as an artist, painting in a studio in Texas. He took a job as an art director for an educational video production unit after living poor for far too long and quickly immersed myself into digital animation during its formative years. This led him to get a Master’s degree in Visualization from the Viz Lab at Texas A&M focusing on digital animation and cinema. He took that experience and started the computer animation department at what was then the largest stop motion animation company in the world, Will Vinton Studios in Portland, Oregon. He built the capacity for computer animation and vfx at Vinton’s (now called Laika) for almost a decade before becoming interested in the new game console that was soon to be released, the Xbox. He took a blind leap into a job as an experience director and cinematics director at Microsoft Game Studios and worked on a number of games, notably Crimson Skies. Eventually he left to form Airtight Games, a game dev company with some of his co-workers, and they created a number of new IP titles including Dark Void and Murdered: Soul Suspect.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

您如何向新生介绍像Houdini一样有趣的大规模生产软件包?这次演讲是关于我在回答这个问题时所面临的困境以及我提出的一些解决方案和结果。

Matt Brunner目前在西雅图以外的DigiPen理工学院动画与制作系担任教授。他教授Houdini和游戏制作课程。 DigiPen之前已有许多历史。他最初是一名艺术家,在德克萨斯州的一家工作室绘画。在穷人生活了太久之后,他开始担任教育视频制作部门的艺术总监,并在成长初期迅速将自己投入到数字动画中。这使他从德克萨斯A&M的Viz实验室获得了可视化硕士学位,重点是数字动画和电影。他借鉴了这一经验,并在当时世界上最大的定格动画公司(位于俄勒冈州波特兰的Will Vinton Studios)成立了计算机动画部门。他在Vinton(现在称为Laika)上建立了计算机动画和vfx的功能近十年,之后对即将发布的新游戏机Xbox产生了兴趣。他盲目地跳入了Microsoft Game Studios的经验总监和电影导演的工作,并从事许多游戏,尤其是Crimson Skies。最终,他离开了与一些同事组建的游戏开发公司Airtight Games,他们创建了许多新的IP产品,包括Dark Void和Murdered:Soul Suspect。

Adding the Fun to Math Fundamentals _ Jan Mentzel & Ruben Tack _ Howest

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

For many years we have struggled to find the best way to teach math to aspiring 3d artists. Trying something radically different, we abandoned traditional means and tools. Instead, we chose to work with Houdini, using VOPs and simple geometry to explain fundamental mathematical concepts. In this presentation we discuss our motivations for changing the course and how we made it more interesting, visually appealing and approachable.

Jan Mentzel & Ruben Tack are lecturers at Digital Arts and Entertainment (DAE), part of the university college Howest in Kortrijk, Belgium. Throughout its 3 year curriculum, DAE aims to shape absolute beginners into 3d artists with a strong technical background.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

多年来,我们一直在努力寻找向有抱负的3d艺术家教授数学的最佳方法。尝试完全不同的方法,我们放弃了传统的手段和工具。相反,我们选择与Houdini合作,使用VOP和简单的几何来解释基本的数学概念。在本演示中,我们讨论了改变课程的动机以及如何使其变得更有趣,更吸引人,更平易近人。

Jan Mentzel和Ruben Tack是数字艺术与娱乐(DAE)的讲师,该数字艺术是比利时科特赖克大学Howest的一部分。在整个3年的课程中,DAE的目标是将具有丰富技术背景的绝对初学者塑造成3d艺术家。

The Swiss Army Knife and the Research Lab _ David Tree _ Hertfordshire

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

When working in a research lab you need quick and easy access to powerful but adaptable tools. In this presentation we will present a variety of research projects which have been achieved using Houdini. Furthermore we will explore how Houdini has become the go-to tool to teach problem solving within our degree programme encouraging our students to become creative problem solvers.

David Tree is a Researcher, Lecturer and Technical Director of the Games and Visual Effects Research Lab, at the University of Hertfordshire, UK. The focus of his research practice is on the bringing the expertise of games and visual effects content generation to bear on non-entertainment problems. When not working on projects David teaches programming, problem solving, FX and Games Studies on the University of Hertfordshire’s award-winning Digital Animation programme where he hopes to inspire the next generation of technical artists and directors. On the occasion that he gets bored of playing with computers he enjoys talking walks through the countryside and playing boardgames.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

在研究实验室工作时,您需要快速轻松地访问功能强大但适应性强的工具。在本演讲中,我们将介绍使用Houdini实现的各种研究项目。此外,我们将探索Houdini如何成为我们学位课程中教授解决问题的工具,鼓励学生成为富有创造力的问题解决者。

David Tree是英国赫特福德郡大学游戏与视觉效果研究实验室的研究员,讲师兼技术总监。他的研究实践的重点是将游戏和视觉效果内容生成的专业知识带到非娱乐性问题上。在不从事项目工作时,David曾在赫特福德郡大学屡获殊荣的数字动画课程中教授编程,问题解决,FX和游戏研究,他希望借此启发下一代技术艺术家和导演。在他无聊于玩计算机的时候,他喜欢在乡村散步和玩棋盘游戏。

Houdini Unpacked _ Daniel Hourigan _ CG Spectrum

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

A talk about teaching Houdini for use in the VFX industry with a focus on simplified examples. I will discuss why only following tutorials isn’t always the best way to cement knowledge and understanding, and talk about how having an idea or goal is often the best way to learn and create unique solutions.

Daniel Hourigan is a skilled Senior Houdini FX Artist with more than 15 years of experience working in 3D animation and VFX for film. He is presently the Head of FX at CG Spectrum College of Digital Art and Animation. Proficient in a range of professional VFX software including Houdini and Nuke, Daniel has worked as a Lead FX Artist at Method Studios, as well as an FX Artist at Double Negative, on projects such as Terminator: Dark Fate, John Wick: Chapter 3 – Parabellum, and Aquaman. Other notable projects include Game of Thrones, The Wolverine and The Hunger Games: Mockingjay Part 2.After years of creating content for some of the world’s top studios, he has now turned his focus to teaching the next generation of prospective VFX Artists. He has a passion for simplifying processes and sharing real world VFX experience, enlightening students as to how Houdini can be an awesomely powerful tool that has few limitations.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

讲授如何在VFX行业中使用Houdini,重点是简化示例。我将讨论为什么仅遵循教程并不总是巩固知识和理解的最佳方法,并讨论拥有一个想法或目标通常是学习和创建独特解决方案的最佳方法。

Daniel Hourigan是一位经验丰富的高级Houdini FX艺术家,在电影3D动画和VFX方面拥有超过15年的经验。他目前是CG Spectrum数字艺术与动画学院的FX主管。 Daniel精通Houdini和Nuke等一系列专业VFX软件,曾在Method Studios担任首席FX Artist,在Double Negative担任FX Artist,曾参与Terminator:Dark Fate,John Wick:Chapter 3- Parabellum和Aquaman。其他值得注意的项目包括《权力的游戏》,《金刚狼》和《饥饿游戏:嘲笑鸟》第2部分。在为一些世界顶级工作室创作内容多年之后,他现在将工作重点转向教授下一代潜在的VFX艺术家。他热衷于简化流程并分享现实世界中的VFX经验,这使学生们了解到Houdini如何成为一个功能强大且几乎没有限制的工具。

WELLYWOOD VFX _ Areito Echevarria, Raqi Syed, Sunny Teich _ Victoria University of Wellington

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

Faculty and students from Victoria University of Wellington’s Master of Design Technology degree program showcase Visual Effects education in Wellywood, New Zealand. Areito Echevarria presents a call to action for industry people thinking about getting into the education sector, Raqi Syed shows us how the ideas of the old masters are still relevant when teaching lighting in Houdini, Sunny Teich demonstrates how her students translate verbs into VFX, and we see dynamic collaboration between Lighting and FX students.

Raqi Syed is an artist, visual effects designer, researcher and lecturer at Victoria University of Wellington where she is Program Director for the Master of Design Technology degree. Her practice and teaching focus on the materiality of light, hybrid forms of documentary and fiction storytelling, and using media archaeology and software studies methodologies to better understand contemporary practices in visual effects. Raqi has worked as a visual effects artist on a bunch of feature films. In 2020 MINIMUM MASS, a VR project she co-directed, exhibited at the Tribeca, Cannes, Annecy, and Venice International Film Festivals. She is a 2018 Sundance and Turner Fellow, and a 2020 Ucross Fellow. Raqi holds an MFA from the USC School of Cinematic Arts and an MA from the VUW Institute of Modern Letters.

Areito Echevarria is an Academy Award winning artist and researcher with over 21 years of Visual Effects experience. As a Senior Lecturer in the School of Design Innovation at Victoria University of Wellington, he specializes in procedural content generation and generative systems for cinema, games, and virtual worlds. His current research deals with motion capture and generative deep learning approaches to synthesizing animation and human motion. As a VFX artist, Areito was previously Head of FX at Weta Digital, and has held roles as Compositing Supervisor at Weta Digital, Framestore, The Mill, and Iloura. In 2014 Areito was awarded the Scientific and Technical Academy Award for his work inventing Deep Compositing. In 2020 Areito co-directed MINIMUM MASS, an interactive narrative experience for Virtual Reality. Minimum Mass won the 2020 Annecy International Animation Film Festival for “Best VR”, was winner at ANIDOX, and has played at the Tribeca, Cannes, and Venice Film Festivals.

Sunny Teich is a Senior Effects Artist and teaching fellow for the Master of Design Technology program at Victoria University of Wellington. Over the course of her career in the film industry, she developed an expertise in simulation, while working on feature films at major international studios including Disney Animation, Sony Imageworks and Weta Digital. In 2011, she was Weta’s Lead Technical Director in the development of a revolutionary facial simulation technique first seen in Rise of the Planet of the Apes. From 2014 to 2018, Sunny worked as a Lead Effects Technical Director for Framestore London, where she spearheaded an effort to move the fire workflow towards a more physically based model of simulation. Her current research surrounds the interplay between the limitations of real-time effects simulation and narrative design.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

惠灵顿维多利亚大学设计技术硕士学位课程的教职员工和学生在新西兰惠灵伍德展示了视觉效果教育。 Areito Echevarria向正在考虑进入教育领域的行业人士发出了号召性用语,Raqi Syed向我们展示了在Houdini教授照明时旧主人的思想如何仍然适用,Sunny Teich演示了她的学生如何将动词转换为VFX,以及我们看到Lighting和FX学生之间的动态合作。

Raqi Syed是惠灵顿维多利亚大学的艺术家,视觉效果设计师,研究员和讲师,她是设计技术硕士学位的课程主任。她的实践和教学重点是光线的重要性,纪录片和小说叙事的混合形式,并使用媒体考古学和软件研究方法来更好地理解当代视觉效果。 Raqi曾在许多故事片中担任视觉效果艺术家。由她共同导演的VR项目MINIMUM MASS于2020年在翠贝卡,戛纳,阿讷西和威尼斯国际电影节上展出。她是2018年圣丹斯和特纳研究员和2020年Ucross研究员。 Raqi拥有南加州大学电影艺术学院的硕士学位和VUW现代文学学院的文学硕士学位。

Areito Echevarria是获得奥斯卡奖的艺术家和研究人员,拥有超过21年的视觉效果经验。作为惠灵顿维多利亚大学设计创新学院的高级讲师,他专门研究电影,游戏和虚拟世界的程序内容生成和生成系统。他目前的研究涉及运动捕获和生成深度学习方法,以合成动画和人体运动。作为一名VFX艺术家,Areito曾担任Weta Digital的FX主管,并曾担任Weta Digital,Framestore,The Mill和Iloura的合成主管。 2014年,Areito因其发明深度合成技术而获得科学技术学院奖。在2020年,Areito共同导演了MINIMUM MASS,这是一种虚拟现实的交互式叙事体验。 Minimum Mass凭借“最佳VR”赢得了2020年安纳西国际动画电影节,曾获得ANIDOX的冠军,并曾在翠贝卡,戛纳和威尼斯电影节上映。

Sunny Teich是惠灵顿维多利亚大学的高级效果艺术家和设计技术硕士课程的教学研究员。在电影业的整个职业生涯中,她在模拟领域积累了丰富的专业知识,并在迪斯尼动画,索尼Imageworks和Weta Digital等主要国际工作室制作故事片。 2011年,她担任Weta的首席技术总监,负责开发一种革命性的面部模拟技术,该技术首次出现在《猿人崛起》中。从2014年到2018年,Sunny担任伦敦Framestore的首席特效技术总监,在那里她率先努力将消防工作流程转向更加基于物理的仿真模型。她目前的研究围绕实时效果模拟和叙事设计的局限性之间的相互作用。

A Pipeline in Thirteen Lines of Python _ Sean Lewkiw _ Lost Boys school of VFX _ Montreal

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

All modern studios feature a set naming convention, pipeline, and directory structure. This makes organizing, maintaining and finding your files much easier. Here Sean shows you how to build your own shot environment with auto-directory creation with zero knowledge of Python, and all in only thirteen lines of code!

Sean Lewkiw brings over 20 years of Visual Effects production experience as an artist, manager, and supervisor. He has an impressive list of credits on films such as Lord of the Rings, X-Men, The Golden Compass, Cloud Atlas, and Transformers to name a few. Sean brings a strong knowledge of Houdini, having used it since inception in 1999, and has worked closely with SideFX over the years as a consultant and guest speaker and content creator. He is currently Lead Houdini Instructor at Lost Boys School of VFX in Montreal, and Senior CG Supervisor at Cinesite VFX in Montreal.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

所有现代工作室都具有一套命名约定,管道和目录结构。这使组织,维护和查找文件变得更加容易。在这里,肖恩(Sean)向您展示了如何使用零知识的Python,仅用十三行代码,通过自动目录创建来构建自己的射击环境!

Sean Lewkiw拥有20多年的视觉效果制作经验,曾担任过艺术家,经理和主管。他在《指环王》,《 X战警》,《金罗盘》,《云图集》和《变形金刚》等电影中获得了令人印象深刻的荣誉名单。肖恩(Sean)自1999年创立以来就一直使用Houdini,因此他对Houdini具有很深的了解,并且多年来与SideFX密切合作,担任顾问,演讲嘉宾和内容创建者。他目前是蒙特利尔VFX Lost Boys School的Houdini首席讲师,以及蒙特利尔Cinesite VFX的高级CG主管。

Procedural at Breda University of Applied Sciences _ Ronny Franken, Zoran Arizanovic, Robbie Gri…

From Houdini Hive Education Edition originally broadcast on November 12, 2020.

In this talk we highlight our Games programme and how we use and include procedural content in our curriculum and project structure. Our games education has a strong focus on AAA game development across all disciplines and development pipelines where small to large student teams create and release games. We focus on high production values and using industry production tools and methodologies. We embraced proceduralism and the use of Houdini for game development from the start and want to share our experiences with you in this talk. We share our unique teaching approach and how this looks across the years. We also highlight the Everything Procedural Conference that we organize every year, and we finish with looking ahead in time to how we think proceduralism will impact what we teach and the future demands of the industry.

Ronny Franken (MSc. Industrial Design Engineering) switched from developing and designing products for the real world to their virtual counterparts in the mid-nineties. He worked as a level designer, art lead and production designer on various released titles across multiple platforms from PlayStation onward for which he created imaginative and inspiring game worlds. Ronny is Education Manager Visual Arts at Breda University of Applied Sciences and teaches subjects related to world building, production design and procedural modeling. He is founder of the annual Everything Procedural Conference which attracts a wide international industry audience interested in the latest developments on procedural content for games. By sharing his passion he hopes to inspire students to design and build original beautiful worlds within production constraints.

Zoran Arizanovic is a painter with feature film and game industry experience. He has worked as concept artist, Art director, environment TD, matte painter and Houdini TD on projects like Robin Hood, Angels and demons, Australia, Prince of Persia and Golden compass in London vfx houses Cinesite, Framestore, MPC.

Robbie Grigg is currently the education manager for games programming for the games programme at Breda University of Applied Sciences. Early in his career Robbie co-founded an Australian games company that led to publishing games with Activision and Dreamcatcher. Later helped develop and work at University games educations in Australia, the United Kingdom, and now the Netherlands, working closely with industry partners such as Sony, Ubisoft, and Epic Games.

Bojan Endrovski (MSc. Game and Media Technology) started his career in building maritime and tactical training simulators, before staring up Game Oven, an award winning independent studio. He has shipped many titles on multiple platforms with in-house built technology. Bojan is a programming lecturer at Breda University of Applied Sciences and focuses on core game technology and procedural generation in games. Currently, he takes lead in organizing Everything Procedural Conference.
谷歌翻译:
最初于2020年11月12日播放的Houdini Hive教育版。

在本次演讲中,我们重点介绍了我们的游戏计划以及我们如何在课程和项目结构中使用和包含程序性内容。我们的游戏教育非常重视所有学科和开发渠道中的AAA游戏开发,从小到大的学生团队创建和发布游戏。我们专注于高产值并使用行业生产工具和方法。从一开始,我们就接受程序化和使用Houdini进行游戏开发,并希望在本次演讲中与您分享我们的经验。我们分享我们独特的教学方法,以及多年来的外观。我们还重点介绍了我们每年组织的所有程序会议,并及时展望了程序主义将如何影响我们的教学内容和行业的未来需求。

Ronny Franken(工业设计工程理学硕士)从九十年代中期开始从开发和设计面向现实世界的产品转向虚拟的产品。从PlayStation开始,他在多个平台上的各个发行版本中担任关卡设计师,美术负责人和制作设计师,为他创造了富有想象力和启发性的游戏世界。罗尼(Ronny)是布雷达应用科技大学视觉艺术教育经理,教授与世界建筑,生产设计和程序建模有关的主题。他是年度“一切程序会议”的创始人,该会议吸引了众多国际行业观众,他们对游戏程序内容的最新发展感兴趣。通过分享他的热情,他希望激发学生在生产限制条件下设计和建造原始的美丽世界。

Zoran Arizanovic是一位具有故事片和游戏行业经验的画家。他曾在罗宾汉,天使与魔鬼,澳大利亚,波斯王子和伦敦的黄金指南针等项目中担任概念艺术家,艺术总监,环境TD,哑光画家和Houdini TD的项目。

罗比·格里格(Robbie Grigg)目前是布雷达应用科技大学游戏计划的游戏编程教育经理。罗比(Robbie)在他职业生涯的早期,与人共同创立了一家澳大利亚游戏公司,并与Activision和Dreamcatcher发行了游戏。后来与索尼,育碧和Epic Games等行业合作伙伴紧密合作,帮助在澳大利亚,英国以及现在的荷兰进行大学游戏教育的开发和工作。

Bojan Endrovski(游戏与媒体技术理学硕士)的职业生涯始于建造航海和战术训练模拟器,然后盯上了屡获殊荣的独立工作室Game Oven。他使用内部构建的技术在多个平台上发布了许多游戏。 Bojan是布雷达应用科学大学的程序设计讲师,专注于核心游戏技术和游戏程序生成。目前,他负责组织一切程序会议。

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