Houdini at SIGGRAPH 2016
JOIN US AT SIGGRAPH 2016
Anaheim Convention Center | July 24-28, 2016
SideFX is excited to be back at SIGGRAPH for another year of educational and inspiring Houdini-related presentations - by both SideFX technical experts and industry professionals.
Join us at the SideFX booth to discover how film, TV and game studios use Houdini's procedural software to create blockbuster VFX, virtual worlds and more. You can then join us at one of our demo pods to get a closer look at Houdini and its node-based tools.
Celebrating 20 Years
Houdini was first announced at SIGGRAPH 1996, making this a milestone year! Join us to learn more about how Houdini has evolved over the last two decades and grab a 20 Years Houdini T-Shirt. In addition to the graphic shown here, the back of the shirt features a timeline detailing when key product features were released.
Houdini Training Day | Room 208B
Anaheim Convention Center | Tuesday, July 26, 2016
Beef up your Houdini skills! All day Tuesday, SideFX and Pluralsight will be conducting Houdini training sessions. These sessions are open to anyone at the show and seats will be available on a first-come first-served basis. Come learn all about Houdini and walk away with skills you can use forever! Attendees will also get a 60-day Houdini Indie license, and 30 days of access to Pluralsight courses.
Session
Instructor
9:00 AM
Houdini Concepts - Part 1
John Moncrief
Pluralsight
10:00 AM
Houdini Concepts - Part 2
John Moncrief
Pluralsight
11:00 AM
VFX Fluids
Scott Keating
SideFX
12:00 PM
VFX Destruction
Rob Stauffer
SideFX
1:00 PM
Intro to Procedural Modeling
John Moncrief
Pluralsight
2:00 PM
Tool Building for Maya
John Moncrief
Pluralsight
3:00 PM
Crowds Masterclass
Fianna Wong / Cameron White
SideFX
4:00 PM
Lighting Shading and Rendering
Kai Stavginski
SideFX
5:00 PM
Math for Houdini Artists
Ari Danesh
SideFX
Houdini Booth #461
Anaheim Convention Center | July 26-28, 2016
Visit the SideFX booth to learn more about our latest offerings, meet with other Houdini artists, grab a 20 year T-shirt or watch a presentation in the theater conducted by Industry professionals and SideFX production specialists. Check out the demo pods to ask more specific questions and watch Houdini in action. We look forward to meeting with you and learning more about the challenges you are facing in your day-to-day work.
Meeting Room
Hilton Anaheim | July 25-28, 2016
SideFX has a meeting room available for studios who want a one-on-one demo or wish to speak with someone about building a Houdini-based pipeline, please make arrangements directly with with your SideFX Account Manager or email us at sales@sidefx.com.
Booth Presentations
We have a busy schedule of presentations planned for the show from a variety of industry experts. Here is the presentation schedule and a list of presenter profiles to help you plan your day on the show floor.
Tuesday | July 26
Wednesday | July 27
Thursday | July 28
10:00 AM
Destruction FX
Rob Stauffer| SideFX
Fluid FX
Scott Keating | SideFX
Fluid FX
Scott Keating | SideFX
10:30 AM
Google Cloud Platform ZYNC Render
Todd Prives | Zync
Creating Real 3D Cities for Film, TV and GameDev using Houdini
Matthew McCauley | GridMarkets & GeoSim
Google Cloud Platform ZYNC Render
Todd Prives | Zync
11:00 AM
Houdini Roadmap
Robert Magee | SideFX
Houdini in 360 Production
Jordan Halsey | VR Playhouse
Break Down of Piper
Vincent Serritella | Pixar
11:30 AM
Non-VFX VFX
Matt Estela | Animal Logic
Google Cloud Platform ZYNC Render
Todd Prives | Zync
Swarms & Macro Environments:
Marvel’s Ant-Man
Peter Claes | Method
12:00 PM
Crowds
Fianna Wong | SideFX
Crowds
Fianna Wong | SideFX
Houdini Roadmap
Robert Magee | SideFX
12:30 PM
Deeps, Dependencies and Automated
Movie Generation
Jeff Ranasinghe | GridMarkets
Swarms & Macro Environments:
Marvel’s Ant-Man
Peter Claes | Method
Houdini Digital Assets
Luca Pataracchia | SideFX
1:00 PM
Fluid FX
Scott Keating | SideFX
A Look at the FX in
Ice Age: Collision Course
Dave Quirus | Blue Sky Studios
Non-VFX VFX
Matt Estela | Animal Logic
1:30 PM
Creating Detailed Ink in
Water Simulations
Phill Mayer | GridMarkets
Houdini Pipeline Integration and
Arrow VFX Breakdown
Sarah McGee | Zoic
Crowds
Fianna Wong | SideFX
2:00 PM
Designing the "Apocalypse"
FX and Destruction with Houdini
Jeremy Hampton | Digital Domain
Digital Water Workflow at DD3.0
Steve Ong & Victor Grant | Digital Domain
Virtual Reality, McCartney & the
Octane Render Plugin for Houdini
Nick Young | MachinEyes
2:30 PM
Houdini Digital Assets
Luca Pataracchia | SideFX
Virtual Reality Art and The Future
Kevin Mack | GridMarkets & Shape Space VR
Simulation and Rendering of
Large-Scale Beachbreak Environments
Andrew Hofman | Sony Pictures Imageworks
3:00 PM
Non-VFX VFX
Matt Estela | Animal Logic
Non-VFX VFX
Matt Estela | Animal Logic
Destruction FX
Rob Stauffer| SideFX
3:30 PM
Destruction FX
Rob Stauffer| SideFX
Destruction FX
Rob Stauffer| SideFX
4:00 PM
Virtual Reality, McCartney & the
Octane Render Plugin for Houdini
Nick Young | MachinEyes
Virtual Reality, McCartney & the
Octane Render Plugin for Houdini
Nick Young | MachinEyes
4:30 PM
Houdini Roadmap
Robert Magee | SideFX
Houdini Digital Assets
Luca Pataracchia | SideFX
5:00 PM
Houdini Pipeline Integration
and Arrow VFX Breakdown
Sarah McGee | Zoic
Non-VFX VFX
Matt Estela | Animal Logic
5:30 PM
Fluid FX
Scott Keating | SideFX
Houdini Roadmap
Robert Magee | SideFX
Matt Estela
Animal Logic | Non-VFX VFX
Houdini is well known for doing amazing simulation work for explosions and destruction, but only recently has it started to be recognised for its ability to do 'the other 1%' tasks. Not quite motion graphics, not quite simulation, not quite character work, but stuff that straddles all of those things. Animal Logic has worked on several projects that fall into this category and I'll talk about some of this work, the challenges we faced, and how Houdini helped us along the way.
This will largely be live demonstrations of Houdini scenes, showing how some results can be deceptively simple under the hood, while others lean on tricks that only Houdini offers. It will also cover some of our approaches to pipeline for film VFX, and how Houdini helps us manage collections of shots effectively. There may also be animated gifs involved.
Dave Quirus
Blue Sky Studios | A Look at the FX in Ice Age: Collision Course
Dave will discuss the various FX work done in Ice Age: Collision Course. Using Houdini, the Blue Sky FX team created asteroids, meteors, volcanoes, camp fires, fireworks, electricity, large scale smoke effects and many more. In addition, he will also describe the Houdini rigs and techniques created for the film.
Jeremy Hampton
Digital Domain | Designing the "Apocalypse" - FX and Destruction with Houdini
FX lead Jeremy Hampton will take you through 2 key sequences of one of this summers blockbusters. He will touch on DD's Houdini FX workflow, and discuss the specific challenges each sequence presented.
The first sequence, of the film shows Apocalypse' rebirth, and his subsequent imprisonment under a collapsing pyramid. We will go over destruction FX, mutant FX, and the Apocalypse rebirth effect.
The second sequence - Magneto is introduced to his ability to control the magnetic metals within the ground. As he tears Auschwitz to the ground his powers grow. We show this through art directed destruction, which becomes the reference for all of the Magneto destruction sequences in the film.
Steve Ong & Victor Grant
Digital Domain | Digital Water Workflow at DD3.0
During our talk we will breakdown the current commercial/feature workflows for digital water. We will cover Houdini Engine tools for animation/layout of oceans within Maya and our shelf tools for setting up all of our water sims, clustered secondary sims, and render layers. As well as rendering all the elements out of Mantra.
Todd Prives
Google | Leveling the playing field with Google Cloud Platform ZYNC Render
Todd Prives, Google Product Manager for Rendering, will show cloud rendering for Houdini on the ZYNC platform. ZYNC allows studios of all sizes to tap the computational power of Google’s infrastructure, directly from the creative tools artists already know and use.
Phill Mayer
GridMarkets | Creating Detailed Ink in Water Simulations
Phill, currently working as an FX Arist at The Mill, will be presenting an efficient workflow for creating highly detailed ink in water simulations. The tutorial will demonstrate quick ways to prototype the effect and utilize GridMarkets for an optimized simulation and render pipeline. Learn ways to manage heavy simulation data and stylize the effect during compositing, all within Houdini.
Jeff Ranasinghe
GridMarkets | How Deeps, Dependencies and Automated Movie Generation Can Help Speed Your Workflow
Jeff Ranasinghe, VFX Supervisor, will present a tutorial on using deep images with GridMarkets and how they can speed up your workflow. Jeff will also cover the use of ROP dependencies to automate tasks so that multiple steps such simulation, rendering and be run on one submission. And finally we will introduce our movie generation ROP for creating h624 or ProRes movie files based on Houdini's output.
Matthew McCauley
GridMarkets & GeoSim | Creating Real 3D Cities for Film, TV and GameDev using Houdini
GeoSim Systems has created Virtual Vancouver, the world’s first high-precision 3D model of a real city with 1cm visual resolution at street level. When a major client asked for a series of 4xHD stereoscopic fly-through shots, Houdini was the obvious choice for rendering. The job had to be completed in less than two weeks and could not have been accomplished without the distributed render power of GridMarkets.com, a partner of both SideFX and now GeoSim. The presentation will show how entire cities can now be captured, modeled and rendered in extreme detail.
Kevin Mack
GridMarkets & Shape Space VR | Virtual Reality Art and The Future
Kevin Mack is the creator of Shape Space VR - Zen Parade, a surreal virtual reality art experience that's designed to depict and inspire transcendent visions. Zen Parade was created procedurally in Houdini and rendered with Mantra. Mack is an Academy Award winning VFX pioneer. He received the Oscar for his work on What Dreams May Come. Other credits include; Fight Club, Big Fish, A Beautiful Mind, Extremely Loud and Incredibly Close, Speed Racer, Ghost Rider, How The Grinch Stole Christmas, Apollo 13, and more.
Kevin will show a selection of his virtual art; images, animation and 3D prints, as well as samples of his virtual reality art projects. He will talk about his path as an artist, career in VFX, and the role of Houdini in his work. He'll share thoughts on the future of virtual reality art, and talk about his recent experience with cloud rendering for Houdini using the GridMarkets.com platform.
Nick Young
MachinEyes | Virtual Reality, McCartney & the Octane Render Plugin for Houdini
Nick Young is Co-Founder and Artistic Director of MachinEyes, a boutique visual effects studio based in Los Angeles. Houdini has been a vital part of his studio's success while working on a wide range of commercial projects for Red Bull to Nike to television, film, and most recently, virtual reality with Jaunt Studios & musical legend Sir Paul McCartney.
Nick will discuss how Houdini was used to procedurally animate in stereoscopic 360 around stereo lat/long footage of Paul McCartney captured in his London studio with Jaunt's Virtual Reality Camera. Nick will also demonstrate his use of the Octane Render plugin, a NVIDIA GPU rendering engine and how it was used within Houdini for the project. For more information about MachinEyes, please visit: machineyes.com
Peter Claes
Method | Swarms & Macro Environments: Marvel’s Ant-Man
Peter takes Siggraph attendees through some of the Method team’s most challenging work on Marvel’s Ant-Man – creation of the macro environments and swarms that are Scott-as-Ant-Man’s world.
We’ll walk through the specifics of Method’s proprietary three-part swarming system, and show how it was applied on the shot where Ant-Man is covered with Crazy Ants (aka ‘puppies’). We’ll also show extensive use of Houdini in the creation of ant bridges, full CG ant tunnel environments, and outdoor asphalt environments.
Vincent Serritella
Pixar | Break Down of Piper
“Piper", the new Pixar short that opened in front of "Finding Dory", is a story told from the perspective of a baby piper bird who sees the world just inches off the ground. From simulated individual sand grains, shallow depth-of-field and lapping waves, Vincent Serritella will cover the challenges of creating controllable and natural lapping beach waves by mixing both flip simulation and procedural techniques for post-processing data in Houdini.
Andrew Hofman
Sony Pictures Imageworks | A System for the Simulation and Rendering of Large-Scale Beachbreak Environments
This presentation describes how a beachbreak of arbitrary width can be simulated using multiple, independent, overlapping FLIP simulations. If a particular section requires specialized adjustment, this can be done without impacting neighboring simulations. Surfacing is also performed in separate sections that appear seamless in the render, despite being physically unconnected. The system integrates non-simulated open ocean displacement and directional swells in the transition region between ocean and beachbreak. POPs simulation of whitewater and foam are also supported. Rendering is performed in Arnold/Katana.
Jordan Halsey
VR Playhouse | Houdini in 360 Production
Jordan has 3 VR productions going on at the moment, all using Houdini. Two projects are being completed in Unreal and one rendered with the new VR Camera - a very cool project, that is being done in conjunction with Ken Burns, PBS, and will be the first VR Piece that Time Magazine will both showcase and finance. He will be showing workflows for all of these.
Jordan will also discuss a few assets from the Lytro project. This will include Lidar workflows, using depth to point from Nuke for alignment, and Houdini for multi-camera integration.
Sarah McGee
Zoic | Houdini Pipeline Integration and Arrow VFX Breakdown
With less than 2 years since Zoic made its first Houdini license purchase, Houdini has already become Zoic's go-to application for complex effects work in our episodic, commercial, and film departments. We will be going over how Houdini's strong Python integration allowed Zoic to easily port over its core pipeline tools from Maya and Nuke. In addition, we will be diving into a couple of effects scenes from the hit CW television series Arrow.
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