Training description During almost 4 hours of video training we are going to discuss how to work with lights inHoudini 12 but also what a lighting artist job is in a cg production.
Using a real production scene I’m going to show you that relying just on Global Illumination is not enough to get the job done and that every asset in the scene requires special attention. In this training course I tried to cover both the artistic and the technical side of what a lighting artist has to know since I think both are necessary to be successful in this job.
Note that this video can be both downloaded to be watched offline or it can be streamed online.
I recorded a short video tutorial creating a plant pot in SideFx Houdini that you ca watch here.
It shows the modeling, the shading and a very basic rendering stage. It was a live recording and if sometimes it feels slow that’s because I had to resize Houdini to 1280×720 and work in this small size = no fun.
It doesn’t have any voice over but from time to time short tips are displayed on screen.
This plant is just one of the assets I am currently creating for Class Dismissed, a short film I’m making with a friend of mine.
Hope you like it and for more tutorials visit my Houdini training page here.
Here is a short talk about my winning entry for the Cook Off contest held by Side FX.
I talk about my background as a 3d artist, how I started to learn Houdini and how I approached this contest.
Finally, after sleepless nights I finished my entry for the Cook Off Contest held by SideFX, the maker of Houdini.
*Update – I’m happy to be among the winners of the contest, now I have a Houdini Master license to enjoy
Just a few points:
- This is my first finished project done in Houdini and it was fun and a great way to learn the software;
- Modeling, shading, lighting and rendering is all done in Houdini and the Mantra render;
- No composing and no render on passes. This is the complete opposite of how I use to work but the contest rules don’t allow using another software for compositing and I didn’t had time to learn Houdini compositing part so I decided to render only the beauty pass. Was an interesting take but I missed the flexibility given by rendering on layers approach.
- I’ve applied some grading in post using Nuke as it is allowed by the contest rules;
- Edit was done using FCP X;
- Average render time per frames was around 20 minutes, peaking at 32 for the shot with the snowy sugar;
This is a little video I worked on while I was at IO Interactive.
I was responsable with the set modeling, vfx and the post processing.
The animation was done by Mads Jackobsen and Simon Boscaro and final editing by Jens Peter Kurup.
The characters and the dog are in-game models.
Not much of a technical achievement but it was quite interesting making the CCTV look.