8/31/2023 0 Comments Houdini sidefx plans![]() ![]() Greg McKneally hails from Toronto, studied Painting, Photography and Animation at Yale University and completed a masters in Digital Art at University of the Arts in London. He received an Emmy Award for Outstanding Sports Promotional in 2017, and is frequently called upon to share insights at industry events and conferences. Based in Los Angeles, Grant is a member of the Visual Effects Society and Film Independent. Grant got his start working in video games in 2007, a background that he pulls from as the industry moves toward real-time VFX. Over the years, Grant has supervised visual effects for a long list of notable clients, including episodic television shows such as The Night Agent, The Orville, The Boys, and Westworld films such as Get Out and A Star is Born music videos for Taylor Swift, Billie Eilish, and Lady Gaga and Super Bowl commercials for Fox Sports. Working closely with directors and creative decision-makers, Grant provides guidance and methodology during preproduction, supervision on set, and ensures seamless collaboration and high-quality results through post. He oversees the studio's CG, FX, and Pipeline teams, ensuring that final results meet the exacting demands of sophisticated clients. Grant Miller is a Partner and VFX Supervisor at Ingenuity StudiosGrant brings a deep level of technical and artistic acumen to his role as Partner and VFX Supervisor at Ingenuity Studios. Most recently Gabriela has lent her skills to an upcoming animal-focused project for National Geographic, and is currently working on the Netflix adaptation of "Avatar: The Last Airbender". She specialises in creating digital animals, for which she develops many of her own grooming and character FX tools inside Houdini and she has her own tutorial series called Grooming Barry Bacon, where she details her approach and techniques in grooming. Her work with creatures has been recognised with three VES award nominations for Outstanding Animated Character over the past five years, across episodic and advertising. Really hoping to see more on that front in Houdini 20.Gabriela Salmeron is Framestore’s Head of Grooming and Creature FX, and has ten years’ experience delivering the highest-quality visuals for high-profile advertising projects, TV series, immersive experiences and blockbuster films. Gabriela’s work brings together a strong technical background gained from her double bachelor degree in Computer Science at the University of Sydney and University of Sao Paulo, and her love for art and nature. People are complaining but I think that modeling in HOudini is interesting. I would love to see more modeling tools and more streamlined workflow in that field. I hope that Houdini 20 sees progress in this area. Sculpting is becoming MORE important to contemporary workflows. Houdini feels as though it is being left behind in this area. ![]() It could be the basis for an amazing SDF sculpting workflow if there was the will to do it. The KineFX workflow has so much possibility for areas other than just rigging and animation. Houdini has such great voxel manipulating technology but it has not coalesced into a decent workflow. Adobe is coming out with a modeling package and there have been other new apps the are also based on Signed Distance Field tech such as womp3D. Many Many things are happening in the modeling area in world of computer graphics. I have heard rumors that Sidefx is working on a new "QuadRemesher" of their own. Tutorials, tutorials,and tutorials and courses, and especially recent ones, to learn Houdini correctly.Īnd maybe an evolution of modeling tools, so that people use houdini for modeling and not just VFX. I would prefer that you take your time to cook a Houdini v20 that is a TRUE milestone, rather than presenting something that is 98% Houdini v19.5 with the usual set of improvement. The hype is note going to last forever SESI, and you should be careful, because I think you rely too much on your past achievements. Make Houdini codebase faster and way lighter.Ĭode legacy really impacts performances and the workflow too much. Houdini 20 should be a good case to finally get rid of the crumbs and updates HDA's still relying on shop nodes by example. Retro-compatibility at all cost is creating many more issue than solutions. In prod, we are not opening scenes from old Houdini versions very often. A big work regarding the UX is needed for years. Even when totally empty, Houdini's UI painfully moves at 15fps that doesn't feel right.Īlso, lots of elements of the user interface are not consistent or hard to read. When looking at Embergen UI, or C4D or even Blender UIs, they are so clean, so fast, so responsive in comparison. First of all, the dated UI look and UX is basically unchanged since version 12 from 2012! I think that Houdini 20 should be a big big milestone version. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |