Hello World! Today's 3D news from VFXMDSANIMA.

Source: Andrew Graham
Some screenshot of this video.




Youtube Description:
Interested in getting started with PDG? This is a tutorial on a boilerplate setup I've used as a basis for VFX production with PDG in houdini, and serves as a template for many use cases.
I produced it to intentionally cover areas I know I wanted to learn more about when I started implementing PDG in my day to day workflows.
I'll cover a common implementation of how to wedge for multiprocessing of elements and being able to explore parameter variations for each element. We use a data structure to support this workflow in most cases for flexibility. We will also cover how ensure per frame dependency for all variations is possible for rapid iteration with open gl flipbooks, introduce some basic version management ideas (which I'll extend upon in the future), and briefly discuss the implications of PDG and hybrid workflows between a local machine, farm, and cloud compute.
If you like what I'm sharing and you'd like to see me produce more, you can support me on https://patreon.com/openfirehawk
Those funds primarily go toward supporting open source cloud infrastructure for VFX, and getting the most affordable rendering cost possible - openfirehawk.com
You can also get openfirehawk houdini tools here on github, which represent my current sandbox that I use in production - https://github.com/firehawkvfx/openfirehawk-houdini-tools
The hip file I'm presenting here is https://github.com/firehawkvfx/openfirehawk-houdini-tools/blob/master/hda-examples/topsPerFrameDepends.hip
It assumes the git repo is installed and that you have configured the environment variables correctly.
I've been using PDG in my pipeline daily since its release a few months back from the date of this video here. Side FX implement rapid changes in PDG continuously, so some of the situations I discuss will likely no longer apply in time.
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