Combining Pyro and FLIP

Hi,

I am student at Bournemouth University in MSc computer Animation and Visual Effects. For my Master Dissertation I am making a tool in Houdini that allows to develop a effect on transition of matter means gas to liquid.

I am planning to demonstrate it by showing steam evaporating from a water container, touching on a freezing window glass(its snowing outside) and condensing to water(droplets of water sliding on the window glass and water accumulating at the bottom of the window frame) as it touches the window glass.

For this I am planning to combine PyroFX solver and Flip solver of Houdini to attain this goal.

Starting point for this project should be getting the details how PYRO and FLIP work in Houdini. Is it possible to combine the two….? Would I need extensive use of HDK and VEX….? For conversion of gas to liquid I am planning to use principals of thermodynamics.

I am very new to Houdini so I would like to get your views and suggestion for this topic. Any Help with materials and links for information or sharing your knowledge is appreciable since I have limited time.

effects demo for game art.(please critique!!)

After being discouraged on polycount forums I decided to give this sight a chance, Their are a number of game jobs open out here and I really need the feedback.

http://www.youtube.com/watch?v=NwwqVDmxpQ0

any comments,suggestion,feedback welcome
and please be bruttaly blunt.

PipelineFX Releases Qube!™ 6.2 Smart Farming Gets Smarter


Los Angeles, CA (May 24, 2011) – PipelineFX, makers of Qube!™, the leading render farm management software for digital media creation, announced today the release of Qube! version 6.2. Some of the highlights of the release include:

  • Improved GUI performance – faster browsing and interaction with 10’s of 1,000’s of jobs

  • Host-based licensing – maximizes investment in Nuke, Vray, mentalray and Render Man licenses

  • Per-user and per-pgrp running subjobs limit – prevents a user from using too many resources at once
  • Large farm performance optimization – a customer running a beta version of 6.2 recently rendered 485,680 frames in 24 hours on 600 hosts with a Supervisor load of less than 60 threads.

  • Dynamic Allocation for Nuke – Loads the application and script once then renders multiple frames without re-load

  • Houdini Distributed Simulations support

  • Enhanced Shotgun Integration – render management integrated with production tracking

Customers currently on subscription can download version 6.2 immediately from the PipelineFX ftp site. Contact support@pipelinefx.com to request a 6.2 license. Download "What’s New in Qube! 6.2" fromwww.pipelinefx.com.

"This release extends Qube!’s scalability and fine-grained control of render farms," said Richard Lewis, CEO of PipelineFX. "Qube! 6.2 delivers some amazing performance metrics in real world visual effects production environments, but I am most excited about helping customers save money with the new host-based licensing feature. Combined with our extensive reporting this is really what “Smart Farming” is all about, getting away from just brute force effort during the render crunch. Do you really need more servers? More rendering licenses? With Qube! you know.”

About Qube!™ and Smart Farming™:

Qube! is an intelligent, mature and highly scalable render management solution that can be quickly integrated into any production workflow, and is backed by world-class technical support. Smart Farming delivers intelligence to production pipelines by providing business-critical insight into render pipelines, maximizing investment in rendering infrastructure and automating manual processes. Qube! works out of the box with all leading content creation applications and is truly cross-platform with all software components available on Windows®, Linux®, and Mac OS®X operating systems.

About PipelineFX:

As the leading provider of intelligent render farm management solutions for digital content creation, PipelineFX provides software, support, consulting and training services worldwide. Over 500 customers across film and visual effects, post production, broadcast, design, games and education include BaseFX, BBC, Cinesite (Europe), Digital Domain, Electronic Arts, General Motors, Herman Miller, L.M.U., Laika Studios, Lockheed Martin, Method Studios, NBC, NHK, Pratt University, Procter & Gamble, Rainmaker Entertainment Inc., Reel FX, Smoke & Mirrors, South Park Studios, Starz Entertainment, Technicolor and Telemundo. PipelineFX is headquartered in Los Angeles, CA, and has offices in Honolulu, Portland, Austin, Las Vegas and Vancouver.

For more information, please contact Richard Lewis, CEO of PipelineFX: richard@pipelinefx.com, Ph: 808-685-7823, 1000 Bishop Street, Suite 509, Honolulu, Hawaii, 96813, USA

vfx in Battle:LA

I just got out of the movie and loved it. I was wondering if anyone knows what software was used in the production. I am currently working on learning Houdini and it would be awesome if I could find out if and what it was used on in the movie.

Help Anyone?

Hi All!,

I am currently studying Visual Effects at the University of Glamorgan, Cardiff, Wales.

I have reached a point in my course where it has become necessary to find industry contacts, as well as produce a case study, documenting the day to day work of a Visual Effects house of our choosing.

I wondered if there would be any possibility of one of you answering some questions about the Visual Effects industry?

Obviously, I understand you are all under tight deadlines, and this may not be a possibility.

I look forward to hearing from you guys,

Thanks in advance.

Gareth Pugsley
gareth.pugsley@hotmail.co.uk

Suck in effect from AE logo anim

Hi all,

I’m studying several logo animations and for educational purposes I’m trying to recreate them.

Here’s one which caught my attention: The Dragon Age 2 Destiny trailer.
The specific part I’m talking about takes place in the first 3 seconds of the videoclip. I’m talking about the look of the smoke getting sucked into he EA logo effect.

I’m still not sure whether the smoke is done using a fluid simulator or Red Giant’s Particular. Anyway, if anyone knows how to recreate something like this feel free to share your thoughts!

Greetz, Rove.

THE CGI OF BLACK SWAN

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