Introduction to the Houdini Interface

[vc_row type=”in_container” full_screen_row_position=”middle” column_margin=”default” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″ shape_divider_position=”bottom” bg_image_animation=”none”][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/1″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][image_with_animation image_url=”5493″ alignment=”center” animation=”Fade In” img_link_target=”_blank” hover_animation=”none” border_radius=”none” box_shadow=”none” image_loading=”default” max_width=”100%” max_width_mobile=”default” img_link=”https://www.jordanhalsey.com/video/mp4/tutorials/houdini/jordan-halsey-houdini-interface.mp4″][divider line_type=”No Line” custom_height=”10″][vc_column_text] Introduction to the Houdini Interface Introduction to the Houdini interface will demystify the Houdini interface …

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Houdini Terrains In Unreal Engine

[vc_row type=”in_container” full_screen_row_position=”middle” column_margin=”default” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″ shape_divider_position=”bottom” bg_image_animation=”none”][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/1″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][vc_column_text] Terrain Generation with Houdini Heightfields Houdini Terrains in Unreal Engine. Since Houdini 16 we can do our Unreal terrain generation with Houdini Heightfields. Heightfields are 2D volumes that are commonly …

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Opening Multiple Instances of Adobe After Effects

[vc_row type=”in_container” full_screen_row_position=”middle” column_margin=”default” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″ shape_divider_position=”bottom” bg_image_animation=”none”][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/1″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][divider line_type=”No Line” custom_height=”10″][vc_column_text] Opening Multiple Instances of Adobe After Effects I am a long-time After Effects user from back in the Cosa days. This was before it was bought out …

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Experiments with Photogrammetry

[vc_row type=”in_container” full_screen_row_position=”middle” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/1″ tablet_text_alignment=”default” phone_text_alignment=”default”][divider line_type=”No Line” custom_height=”10″][vc_column_text]These are some of my initial tests with photogrammetry, testing Agisoft Photoscan. Through my testing, we eventually settled on Reality Capture, a subscription based service with an indie option.[/vc_column_text][divider line_type=”No Line” custom_height=”10″][image_with_animation image_url=”1747″ alignment=”center” animation=”Fade In” box_shadow=”none” max_width=”100%”][divider line_type=”No …

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Tracking and Stabilizing in a Spherical World for Virtual Reality.

[vc_row type=”in_container” full_screen_row_position=”middle” column_margin=”default” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″ shape_divider_position=”bottom” bg_image_animation=”none”][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/1″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][vc_column_text] Tracking and Stabilizing for Virtual Reality. Recently, I have the need for tracking and stabilizing footage in a spherical world for virtual reality. As a result, I started building some …

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Vertex Colors in Maya From a Houdini Alembic File

Vertex Colors in Maya From a Houdini Alembic File Since I have been using Redshift as my need speed, go to render engine when I just won’t have time for Mantra.  I have been beefing up my Houdini to Maya Alembic pipeline. While straightforward, there are a few caveats. In this particular case, I was …

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