I did couple of updates to my VFX, CG learning resources database VFX Good Night Reading. It features new content, library update and link to FREE access to ACM Siggraph content.
The most significant one is a bunch of new content :). Or 34 new entries to be precise. Continue reading “VFX Good Night Reading update”
Recently I found an interesting problem while trying to convert Houdini dense (native) SDF volume into a VDB SDF volume. My primary motivation was to save space – to discard voxels, which were too far away from surface. This is one of the main reasons why VDBs are usually superior to dense volumes. Note that in this post I will not go too much into details about volumes, but will post some links at the end of the article which explain the basics.
Continue reading “Houdini tip | Houdini native SDF volume into VDB conversion”
In this post I will discuss couple of ideas about versioning of Houdini assets.
Keeping track of your changes is important in every workflow and the same applies to dealing with digital assets in Houdini (HDA/OTL). Houdini enables you to have non-destructive workflows and has a nice way of managing its assets versions.
I think that those useful features might be a bit hidden, so I thought I could write something about it 🙂
Continue reading “Houdini tip | Assets versioning workflow”
In this guide I will show you how you can debug Python scripts in various VFX DCC applications, like Houdini, Nuke, Maya and Blender. I will cover remote Python debugging from Visual Studio Code and configuration of applications.
UPDATE 1: added new image :), fixed typo in pip command, mentioned other ways of pointing to ptvsd module, compared VSCode debugging to pdb.
UPDATE 2: mentioned Motion Builder and other packages
Continue reading “Debugging Python in VFX applications”
I would like to share with you a collection of presentations, research papers and theses on various topics of VFX or CG.
I am used to collecting good learning resources and keeping them around in case I will need them later. So it happened that my small list grew and I realized that I have quite interesting things collected from various places.
So I decided to create a repository at GitHub where I will continue to gather useful information which I come across. I am not trying to re-create a database of all recent cutting-edge research. It is more oriented on resources which are easier to understand, like presentations with notes and pictures 🙂 I have been most interested in resources about FX and volumetrics, so it is missing stuff in other areas like cloth simulation etc..
And this is also one of the motivations to host it on a git: similar-minded people can contribute with their areas of interest and hopefully we will end up with a nice pool of information which we can quickly refer to when needed.
I tried to make an easy system for adding new entries – simply add them into a json library file and the page will be automatically updated. More info about that in the repo.
I hope that you will find this resource useful 🙂
in this post I will present you a small project I did recently. If you have spent a lot of time digging in Houdini undocumented Python modules, then this might save you some time.
UPDATE: Now there are more modules documented and I changed my workflow, see notes in repo.
Continue reading “Houdini tip | Houdini Python modules documentation”
I would like to share with you my latest tool that I developed in my spare time. It’s aim is to help you with batch pre-conversion of textures for VFX render engines.
It will batch convert your textures into formats like rat (for Mantra), tx (for PRMan or Arnold), rstexbin (for Redshift). It works within Houdini, Maya or as a standalone application. You can see screen capture of this tool in action here 🙂
Continue reading “Batch textures conversion tool”