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Autodesk Softimage We regret to inform you that the upcoming 2015 release will be the last one for Softimage® software. This final version is expected to ship on or around April 14, 2014. Autodesk will continue to offer product support until April 30, 2016. We will also provide Softimage support services (including Hot Fixes and Service Packs) to all Softimage customers with Autodesk Subscription, at no cost, until April 30, 2016. We understand that you will now need time to re-evaluate your production capabilities. To help you, we are offering Autodesk Softimage Subscription customers special no-cost options to migrate to either Maya or 3ds Max software while continuing to use Softimage in production. Although this decision is a difficult one, we do believe that by focusing our development efforts, we can better serve the needs of the media and entertainment industry and provide customers with better products, faster. What is happening to Softimage? Softimage Last Release Announcement FAQ - Update

Doctor Hou Doodles pqhoudini This small site contains project files for my tutorials on vimeo - in the Project Files directory available on the left. It also contains the vimeo tutorials in categorised by subject - see the links on the left. Of course it's not always straightforward to categorise videos which cover several subjects, so the boundaries are not rigid. For all of these tutorials some basic knowledge of Houdini is assumed - at a minimum having mastered all the introductory videos that come as part of the 'Start Here' help. Its worth checking the Vimeo description of each of the videos (which is accessible once you've linked through to the video on Vimeo) for dependencies between the videos - obviously the videos that come in a numbered series are best watched in order - but also some series are best watched after other, more basic, videos. The Vimeo description will point this out. If you have found my tutorials useful do think about donating a few dollars / pounds / euros to help cover my costs.

3D Total - The cg artists home page - 2D and 3D graphics resource site // Short and sweet OP centric lessons - Education 'danylyon', on 25 Feb 2013 - 6:10 PM, said: What I'd love to see more, as somebody who swichted from another app (not a "newbie").. is an indepth explenation of how houdini works "under the hood". There's bits and pieces everywhere.. but most Tutorials center around an effect they want to achief. There is no mystery as to how Houdini works. The nodes in Houdini are the lowest level atomic routine/function/programme. To generalize the cooking structure of a SOP network, for every cook (frame change, parm change, etc), the network starts at the Display/Render node and then walks up the chain looking for nodes with changes and evaluates dependencies for each node also querying those nodes for changes until it hits the top nodes. You can set a few options in the Performance Monitor to work in the older H11 way and see this evaluation tree order if you wish. Another key is to use the MiddleMouseButton (MMB) on any and all nodes to see what they have cached from the last cook evaluation. Quote

Mattrunks - Tutoriaux Vid?os sur After Effects, Photoshop et Mocha pour le motion design, les vfx et la cr?ation vid?o num?rique Peter Claes Vfx Hi, Welcome to my blog. This will be a blog about houdini, visual effects and some of my other effects related interests. I would like to keep the tone of this blog light and fun, but with in-depth information about how to achieve certain effects. I hope you will find some of the information (technical or otherwise) interesting! If you feel like replying to some of the posts, please keep it civilized. Disclaimer: None of the information I share on this blog represents any opinions of my employers, it is completely my own. That’s it for now, time for some content! Peter Claes

maltaannon.com | Free Adobe After Effects and Production Studio Video Tutorials Power Noise volume shader - Shaders Not sure if I understand this correctly, I'm trying to write my own version of this same thing. Using volumes (iso offset spheres) I'm trying to copy them to a particle simulation but I am not sure if what you guys have been saying is correct or not.. Is there a way, using the copy sop, to generate copies of the volumes and then have the volume shader stick to the transforms of each copy using object space? I've tried a few different things to no avail. I would much rather have the visualizaton of the volumes directly in the viewport instead of working with the instance Object. Does the instance object work differently and actually pass the proper object space transforms for rotation and translation . I'm using a vex shader that pulls most of its noise generation from the powerNoise thread but no matter what I have tried, using wo_space(P) or (P) results in objects swimming thru a static texture. is it just not possible? any help would be greatly appreciated.

vfx news Kelly Barschig is looking for senior lighters interested in our Northern California facility, in Redwood City - kelly.barschig@dreamworks.com / VFX / 3D RT @davidstripinis PhotoSketch: Internet Image Montage on Vimeo (via Vimeo) Mid level Rigging TD and FX TD needed at nWave Digital : contact Lynn Cohen #VFX Digital Domain is looking for a Texture supervisor : for immediate consideration, please send your resume and reel to digitalhiring@d2.com . Coca-Cola Zero Happy Kingdom (via estrenoZERO) #vfx #3D

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