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all i wanna do is create particle effects. is this like, a feasible career path?
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You once were a fast moving particle at some point so it's just natural
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Yes. You need to begin by mastering Houdini.
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>>632189
Not just feasible, but VFX artists are always in demand. Do as >>632194 says and learn Houdini.
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Is there even a way to bring stuff made in houdini to actual game engines? I modded some games particle effects before and all engines had their own solutions
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>>632218
>>632194

thanks. everywhere i've looked, most people say maya is the 3d industry standard, but is the exception for Houdini specifically for VFX?
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>>632226
Yup, look into the Houdini Engines for UE4 and Unity. Haven't tried them though, so I don't know how much flexibility they afford in-engine.

https://www.sidefx.com/products/houdini-engine/
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>>632227
Pretty much. If it's not Houdini, then it's probably trying to be, however, in Houdini there is no concept of any type of object or effect as being part of different systems that are mashed to work together; every object is also a particle, is also a physics object, is also procedural, etc. Want to feed a water simulation into a landscape generator? you can in Houdini.
So if you have a node graph for constructing a brick wall, you don't need to do any trickery to break it, because everything can already be simulated to break, and can already be made generate additional effects like dust and such.
Even some of the really nice effects generators in other programs can't compete with that.

>>632226
Yeah, people have been making effects for UE4 in Houdini for a while now.
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>>632235
>>632237
neat
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>>632237
>in Houdini there is no concept of any type of object or effect as being part of different systems that are mashed to work together; every object is also a particle, is also a physics object, is also procedural, etc
That really sounds like endpoint solution for everything
Why houdini isn't #1 industry standard yet at this point then?
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>>632239
It is the standard, for feature film FX, AAA VFX for games, and any sort of procedural modeling.

In the last studio I worked at (a large, AAA feature film one), we used Houdini for FX and the assets guys also used it for a lot of stuff. Expect them to take over lighting next, as I know a few big studios are already using it for lighting. It is also better than Maya for animation and rigging, especially techanim because it can be driven by attributes and CHOPS. It's only a matter of time until it's used in almost every 3d department.
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>>632251
I should also add that the rate at which new software is adopted is sadly quite slow, especially in larger studios, as the pipelines and TDs are already all set up for their preferred software.
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Time to drop a couple of SideFX's games reels. Feast your eyes!

https://www.youtube.com/watch?v=r9_HGihCWGE

https://www.youtube.com/watch?v=6GbOGINNEC4
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>>632262
Sorta related: What's up with Gameloft and them using balls-to-the-wall software? They love using the really big guns like Houdini and Clarisse. I mean, if they have the money and resources to do so, good for them, but isn't there a vault of unexplored potential if you're using such powerful software yet constraining yourself to _mobile games_? I just find it kinda weird.
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>>632251
I want to make an effort to better understand industry practices and workflows. Since you worked at a larger facility: how much is Alembic used in the pipeline?
I was watching one of Jeff Wagner's recent webinars (KISS Pyro) and the first thing he did was to convert the source animated geo to an Alembic cache, even though the setup wasn't being exported outside of Houdini.
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If you want to specialize in real-time VFX you should check out UE4's cascade and Niagara which should come soon(tm).
They're super fun to play with.

https://www.youtube.com/playlist?list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t
https://www.youtube.com/watch?v=mNPYdfRVPtM
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yes
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>>632291
Everything is alembic (except one time assets made something in speedtree and didnt know how to make it alembic so they transferred it off-pipe as FBX). There's not much to learn about alembic though, and especially at larger studios all the decision-making regarding importing or publishing is pretty much covered by the pipeline tools and will be straightforward. All you really need to know is it comes in packed, and you need to unpack it if you want to modify the geo.

The reason he would have converted the geo to an alembic cache is 1, FBX heirarchies/subnets are whack to work with in Houdini, and 2, alembic means everything is baked out and you only have access to the geometry, not skeleton or other shit. It's also probably faster.
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>>632226
Demonstration of sending Houdini assets to UE4: https://www.youtube.com/watch?v=jsuri_prric (from 13:47)




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