Sign in to view David’s full profile
or
New to LinkedIn? Join now
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
Sign in to view David’s full profile
or
New to LinkedIn? Join now
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
Greater Vancouver Metropolitan Area
Sign in to view David’s full profile
David can introduce you to 10+ people at Eyeline
or
New to LinkedIn? Join now
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
4K followers
500+ connections
Sign in to view David’s full profile
or
New to LinkedIn? Join now
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
View mutual connections with David
David can introduce you to 10+ people at Eyeline
or
New to LinkedIn? Join now
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
View mutual connections with David
or
New to LinkedIn? Join now
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
Sign in to view David’s full profile
or
New to LinkedIn? Join now
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
About
Welcome back
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
New to LinkedIn? Join now
Activity
4K followers
-
David Rhodes posted thisThe cinematic transitions in 007 First Light are next level. IO did an amazing job!
-
David Rhodes reposted thisDavid Rhodes reposted thisCheck out my breakdown of a fully volumetric shot created with a 3D Gaussian Splat environment and a 4DGS character! This workflow shows a rendered video - not a real-time setup - which can be useful for film and non-real-time projects! You have total control of where you can place your cameras in the scene. Credits and special thanks to Neirin Jones, Prism AI, as well as Clear Angle Studios for the captures! What was my process? This shot is created in Houdini, using GSOPs (CG Nomads Ltd) tools as well as OTOY Octane Houdini render. - I merged the assets, and I was able to do colour correction with LUTs - Then I have some relighting options with the HDRI of the environment to match the light on the character - I used Octane render to create shadows and depth of field - I have done the final compositing of the shot in Houdini COPs - The color and relighting changes as well as fully composited scene could be also exported as a raw Gaussian Splat model to be used in real-time setup such as Unreal Engine and Virtual Production! Thanks to these tools and Gaussian Splatting, I could treat this 3D scene almost like 2D compositing of images in software such as Nuke. I also have depth pass information, which is useful to create additional effects. For colour correction, it was very useful to have the colour charts of the environment and the character. It could be extended with VFX such as particle simulations, as well as standard 3d meshes and animations! If you are interested in exploring 3D and 4DGS workflows, please let me know. I create and teach workflows that support projects with real-time and non-real-time setups! #GaussianSplatting #Houdini #GSOPs #4DGS #3DGS
-
David Rhodes shared thisI'm thrilled to announce GSOPs EDU! At CG Nomads Ltd, we believe the next generation of artists, engineers, and researchers should have access to the most advanced tools available. That’s why full access to GSOPs, including Early Access features, is now available for educational institutions to use for free. We would like to extend a huge thank you to our inaugural educational partners: -Stuttgart Media University (Jan Adamczyk) -USC Ganek Immersive Studio (Jordan Reece Halsey) -UTS Animal Logic Academy (Raphaël Gadot) We’ve already seen incredible student work using Gaussian Splats to solve complex production challenges. Educators: please reach out if you're interested in leveraging the full power of GSOPs in your curriculum. Students: If you’d like these tools in your lab, give your instructors a gentle nudge! 😉 Please help us get these tools into more classrooms by sharing this post. Let’s empower the next wave of creators to master one of the most significant innovations in computer graphics since texture mapping. More information in the comments. #GSOPs #GaussianSplatting #3DGS #SideFX #Houdini #VFX #ComputerGraphics #EDU
-
David Rhodes shared thisAre you interested in creating synthetic 4DGS with #GSOPs? Check out this amazing project (including example scene) from Karim Rehimi! Karim developed this project openly and frequently shared his progress and exchanged ideas in the GSOPs Discord server. What's clear to me is that he's a quick study, diligent problem solver, and curious individual. If you're looking for a fantastic Houdini FX / Technical Artist, I strongly recommend Karim. #GSOPs #4DGS #GaussianSplatting #SideFX #Houdini #PDGDavid Rhodes shared thisR&D: HOUDINI TO UNREAL 4DGS PIPELINE Spent the last few weeks deep in PDG-land building a Houdini → Unreal pipeline for 4D Gaussian Splats. The whole training run happens inside Houdini — no tool switching. TOPs orchestrates the rendering, image conversion, and training in one go, with synchronized timelines across the stages. Color-baking is in custom VEX, the Python glue is vibe-coded — no COLMAP, no detours. GSOPs (David Rhodes) and LichtFeld Studio (Janusch Patas) do the heavy lifting; SplatRenderer brings the result into UE. Full write-up + free HIP file (MIT) at https://lnkd.in/eUDbCN6K. Released as R&D code — break it, fork it, learn from it. #Houdini #UnrealEngine #GaussianSplatting #VFX #PDG #TechArt #RnD
-
David Rhodes reposted thisDavid Rhodes reposted thisInterested to know how the A$AP Rocky - HELICOPTER music video (https://lnkd.in/g6Ma9ZvD) was made? Here's an awesome presentation from Angus Oakes and Andrew Muron: https://lnkd.in/g5SpwtTh. Thank you for the shot-out, and great work on the project! Christopher Rutledge and GRIN MACHINE, we're inspired by your ambition and grateful for your faith in GSOPs. #GSOPs #3DGS #GaussianSplatting #SideFX #Houdini
-
David Rhodes shared thisWe're brewing next-level technology, tools, and workflows. Please reach out if you're interested in joining our adventure!David Rhodes shared thisEyeline is hiring a Volume Capture TD in Vancouver—if you’re deep in Houdini, PDG/TOPs, and pushing the edge of volumetric workflows in virtual production, this is a chance to help shape the future of filmmaking. Apply below! https://lnkd.in/gVqB6EzH
-
David Rhodes shared thisUsing Gaussian splatting for CG crowds makes a ton of sense. Amazing to see such innovation coming from student-led projects! Great job, Robin Lemke and team. CG Nomads Ltd has received several requests regarding GSOPs EDU licenses. Stay tuned for more information. 😃 #GSOPs #GaussianSplatting #CrowdSim #HoudiniDavid Rhodes shared thisHey everyone, Here’s the VFX breakdown of our student short film „Burnout“, which I worked on last semester at Media University Stuttgart. Throughout the project, our team tackled several technical and creative challenges, including a Gaussian Splatting-based crowd simulation, a fully CG environment, multiple pyro simulations, and matchmoving anamorphic footage. It was an intense but incredibly rewarding experience that pushed us to explore new workflows and techniques. A big thank you to our sponsors CG Nomads Ltd, Zibra AI, OTOY, and 3Dmij, as well as our academic supervisors and everyone who supported us along the way. This project wouldn’t have been possible without you! :D If you’d like to check out the full breakdown in higher quality: https://lnkd.in/drPd2gBH I also wrote a short blog post diving into the techniques we used: https://lnkd.in/deRCDPdE If you have any questions feel free to reach out! :) #VFX #GaussianSplatting #Houdini #3DGS #LichtfeldStudio
-
David Rhodes reposted thisDavid Rhodes reposted thisHello everyone! I am launching a new enrolment for my course about Gaussian Splatting workflows called "What The Splat" and would like to invite anyone who is interested to have a look at my recent trailer highlighting what you can expect from the lessons. If you are looking for structured classes that can guide you through different Gaussian Splatting practices, my course can hopefully fit your needs. You can learn how to work with 3D Gaussian Splat scans of objects and environments - starting from capturing, and diving into work in Houdini GSOPs, Octane Plugin, Lichtfeld Studio, Unreal Engine Volinga Plugin, exploring lessons and ideas showing asset editing, cleanup, relighting and colour correction techniques, animation, rendering and much more! With the knowledge you gain, you can create assets for web, games, film, VFX, Virtual Production, and immersive projects using VR and AR. The 8-week course costs £499 (available at beginner and advanced levels), and you will gain access to more than 20 hours of pre-recorded video lessons, example scene files, Gaussian Splat models and access to the Discord community. If you would like to find out more, please visit www.whatthesplat.com or drop me a message! Thank you! #GaussianSplatting #WhatTheSplat #LearnGaussianSplatting
-
David Rhodes shared thisSuperman and Helicopter (4DGS) have both been featured by Corridor Crew. I wonder how many times we must make an appearance before they mention GSOPs. 😅 https://lnkd.in/g-TEEZ4X https://lnkd.in/gCkfswCJ #GSOPs #GaussianSplatting
-
David Rhodes reacted on thisDavid Rhodes reacted on thisCongrats Finland! Ice Hockey world champions 2026! Such great way to arrive to Helsinki in the middle of celebrations! I was trying to do some work in the hotel room but I must admit it was tough to focus on anything but hockey. What a game! 🇫🇮
-
David Rhodes liked thisDavid Rhodes liked thisBack to capturing my neighborhood... this time, Coiffure Mile-End played the game. Here is just a quick initial exploration and reconstruction check of this capture. The mirrors facing each other made for an interesting challenge, along with the constantly changing light as the sun kept appearing and disappearing behind clouds. #GaussianSplatting #3DGS #pointcloud #portalcam
-
David Rhodes liked thisDavid Rhodes liked thisOne of the most valuable lessons my parents taught me before I ever started my first professional job more than 20 years ago was this: You have your family. You have your friends. You have your co-workers. If you're fortunate, you have people in those first two groups who truly have your back no matter what. People you can trust completely. People who will support you when things are difficult, not just when things are easy. Many people, unfortunately, don't even have that. And every once in a great while, if you're exceptionally lucky, a co-worker becomes a genuine friend. I mean a real friend. Not a work friend. Not someone you get along with. Not someone who is pleasant in meetings. Someone who remains in your life long after the job is gone. Someone who takes time out of their own life to support you when they don't have to. Someone who cares about you independent of any title, company, opportunity, or benefit. For me, after more than 20 years in the workforce and thousands of colleagues, the number of people who truly crossed from "co-worker" into "friend" is very small. I can count them easily. That isn't criticism of anyone. It's simply reality. A friend is not someone who is nice to you when everything is going well. A friend is someone whose character reveals itself when things become difficult. Someone who supports you when there is no advantage in doing so. Someone who stands by you when it would be easier not to. Over the years, I have heard countless stories from people who believed they had friendships, alliances, or support systems at work, only to discover during layoffs, reorganizations, political conflicts, or moments of personal vulnerability that those relationships were not what they thought. Often, people will do whatever they believe protects their own position, status, reputation, or career. In many ways, that is simply the reality of organizations. Businesses are not families. Companies are not friendship clubs. Most people are trying to navigate their own challenges and responsibilities. My parents taught me this early, and I am grateful they did. Because it helped me understand that kindness and professionalism should always be given freely, but trust should be earned carefully. Especially if you're early in your career, remember this: Be kind to everyone. Treat people with respect. Build relationships. But understand the difference between a colleague, an acquaintance, a friend, and a true ally. The people who genuinely become lifelong friends from work are among the most valuable relationships you'll ever have. They're also much rarer than most people think. You rarely learn who people truly are when everything is going well. You learn it when there is something at stake.
-
David Rhodes liked thisDavid Rhodes liked thisHey everyone, I’d like to share my experience creating a digital twin of a restaurant and some dishes from the menu. I used a small rig with three synchronized cameras and trained the scene using #lichtfeld. The walkable tour and the interactive menu were built with #PlayCanvas, by Johannes König and Léo Mallet https://lnkd.in/dNGZDA5e #gaussiansplatting #digitaltwin #immersiveexperience #radiancefields #virtualreality #foodtech
-
David Rhodes liked thisDavid Rhodes liked thisRelighting Gaussian Splats is Hard. Here's why it's one of the biggest unsolved problems in 3DGS, and how one team is tackling it. When you capture a Gaussian Splat, you capture the light of the scene baked right in: the shadows, the highlights, the color temperature. All of it is "locked" inside the splat. This is what Fernando Rivas-Manzaneque at Volinga calls the additive lighting problem. In the interview at XR AI Spotlight he told me: "You are always adding light on top of what was captured. The original lighting stays. You layer on top of it" Two approaches are being explored to get around this: - Pre-delighting the source material. Teams like Beeble AI strip harsh shadows from the raw footage before the splat is ever trained. Clean input means a clean base to relight from scratch. - Mesh-based lighting. A proxy mesh is attached to sections of the splat, giving it real material properties and normals. Lights in your scene can then interact with it physically. Both require extra work. One before training. One inside the engine. Neither is a one-click solution yet. But as Gaussian Splatting moves deeper into virtual production and episodic VFX (VOLINGA recently helped CBS/Paramount+ rebuild a silo environment for Fire Country without a single dangerous scaffold), relighting becomes the feature needed to unlock the whole format for professional use. Make sure to check out the full interview on my YouTube Channel
-
David Rhodes liked thisGuess which software was used for training? hint: L****F**dDavid Rhodes liked thisWork in progress... Soon the interactive 3DGS version on www.360images.fr #Angers #Cathédrale #KengoKuma #Patrimoine #Architecture
Experience & Education
-
Eyeline Studios - Powered by Netflix
****** ******* ********** ********* ********
-
** ****** ***
**********
-
*********
****** ********* ********
-
**** **** **********
********* ** ******* ******** ********* undefined
-
-
********* ********* *******
********* ** *** ******* *********
-
View David’s full experience
See their title, tenure and more.
Welcome back
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
New to LinkedIn? Join now
or
By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.
Patents
-
Visualization Transitions for Augmented Reality
Issued 11461976
See patentAn augmented reality (AR) module receives a location notification including a current location from a client device. The AR module determines an AR tabletop view based on the current location. The AR tabletop view includes geographic information representing a geographic area that includes the current location. The AR module sends the AR tabletop view to the client device. The AR module receives a destination notification including a destination location within the represented geographic area…
An augmented reality (AR) module receives a location notification including a current location from a client device. The AR module determines an AR tabletop view based on the current location. The AR tabletop view includes geographic information representing a geographic area that includes the current location. The AR module sends the AR tabletop view to the client device. The AR module receives a destination notification including a destination location within the represented geographic area. The AR module transitions the AR tabletop view into an AR world view based on the current location and the destination location. The AR module sends the AR world view to the client device for display.
-
Candidate Geometry Displays for Augmented Reality
Issued 10964112
See patentAn augmented reality (AR) module receives a location notification including a current location from a client device. The AR module determines a set of geographic vector data within a threshold distance of the current location of the client device. The AR module identifies a set of candidate geometries within the geographic vector data. The AR module identifies a set of content items presentable at candidate geometries. The AR module translates the set of geographic vector data into an AR world…
An augmented reality (AR) module receives a location notification including a current location from a client device. The AR module determines a set of geographic vector data within a threshold distance of the current location of the client device. The AR module identifies a set of candidate geometries within the geographic vector data. The AR module identifies a set of content items presentable at candidate geometries. The AR module translates the set of geographic vector data into an AR world view based on the current location of the client device. The AR world view includes a candidate geometry presenting a content item.
-
Data Exchange System
Issued WO2017030840A1
A data exchange system is disclosed herein for receiving motion and attribute data corresponding to user interactions via a robot animation application. The motion and attribute data can be associated with a virtual animation of a virtual character using the robot animation application on a computing device. The data exchange system can translate the motion and attribute data for implementation on a physical or virtual robotic device to perform the virtual animation.
Other inventorsSee patent
Projects
-
Gaussian Splatting Operators for SideFX Houdini (GSOPs)
GSOPs is a collaborative 3D Gaussian Splatting project for SideFX Houdini from David Rhodes and Ruben Diaz. It is comprised of a viewport renderer, example files, and several digital assets to assist with common I/O and editing operations for 3DGS content.
Use GSOPs to import, render, edit, and export 3D Gaussian splatting models, or to generate synthetic training data. Synthetic data is capable of producing high-fidelity models with view-dependent effects and performant rendering on…GSOPs is a collaborative 3D Gaussian Splatting project for SideFX Houdini from David Rhodes and Ruben Diaz. It is comprised of a viewport renderer, example files, and several digital assets to assist with common I/O and editing operations for 3DGS content.
Use GSOPs to import, render, edit, and export 3D Gaussian splatting models, or to generate synthetic training data. Synthetic data is capable of producing high-fidelity models with view-dependent effects and performant rendering on most modern devices. GSOPs is effective at isolating objects, eliminating noise and floaters, deforming and animating splat models, composing scenes, meshing and relighting splats, and conducting feature analysis.Other creators -
Star Wars BB-8 Droid
-
Called by TIME and Forbes "The Greatest StarWars Toy Ever Made", our BB-8 Droid is a connected robot with technologies that cross an entire stack: from mechanical, to firmware, to software, and crossed many disciplines from art and design to app development. We grew our team, and had to pull together our already incredible team together with our new members to create something that truly came alive in our customers' hands. So many technologies were invented in such a short amount of time: a…
Called by TIME and Forbes "The Greatest StarWars Toy Ever Made", our BB-8 Droid is a connected robot with technologies that cross an entire stack: from mechanical, to firmware, to software, and crossed many disciplines from art and design to app development. We grew our team, and had to pull together our already incredible team together with our new members to create something that truly came alive in our customers' hands. So many technologies were invented in such a short amount of time: a robot animation engine to bring it to live, a personality engine, a voice recognition engine, and a sophisticated on-robot programming language and compiler that had not previously even existed. The Sphero engineering team performed like a pro sports team and created a delightful and complex robot to people all over the world.
Other creatorsSee project
Recommendations received
21 people have recommended David
Join now to viewView David’s full profile
-
See who you know in common
-
Get introduced
-
Contact David directly
Other similar profiles
Explore more posts
-
Abhishek Smith
Outscal • 36K followers
𝗨𝗻𝗶𝘁𝘆 𝘁𝗵𝗶𝗻𝗸𝘀 𝗶𝗻 "𝘀𝗰𝗲𝗻𝗲𝘀" — 𝗨𝗻𝗿𝗲𝗮𝗹 𝘁𝗵𝗶𝗻𝗸𝘀 𝗶𝗻 "𝗰𝗵𝘂𝗻𝗸𝘀." This fundamental difference changes everything about how you build large worlds. Unity's SceneManager loads entire scenes as atomic units. You get complete control but must handle the complexity: async loading, progress tracking, additive management. Unreal's World Partition treats your world as one massive level, automatically divided into grid cells that stream based on player distance. 𝗨𝗡𝗜𝗧𝗬 = 𝗦𝗰𝗲𝗻𝗲-𝗕𝗮𝘀𝗲𝗱 𝗟𝗼𝗮𝗱𝗶𝗻𝗴 📦 - LoadSceneAsync() with manual progress monitoring - Additive scenes for persistent UI/managers - Custom streaming systems for open worlds - Frame stutters when scenes activate (even async!) 𝗨𝗡𝗥𝗘𝗔𝗟 = 𝗔𝘂𝘁𝗼-𝗦𝘁𝗿𝗲𝗮𝗺𝗶𝗻𝗴 𝗚𝗿𝗶𝗱 🌍 - World Partition: invisible grid cells load/unload automatically - No "loading screens" — seamless world exploration - Legacy Level Streaming for manual control (UE4 style) - Built-in team collaboration (no more level conflicts) 𝗣𝗼𝗿𝘁𝗶𝗻𝗴 𝗣𝗮𝗶𝗻 𝗣𝗼𝗶𝗻𝘁: 🚨 Unity devs expect "load this scene" control. Unreal says "walk here, we'll load what you need." Your carefully crafted scene boundaries become invisible grid cells. It's powerful but requires rethinking your entire world design approach. 🔗 Learn more about Game Development: https://lnkd.in/gprRxyUb *** Mayank Grover, Manas Gangwani, Bhavyam G., Aryan Saxena #unity #unrealengine #gamedev #cpp #ue5
85
3 Comments -
Marvin Te
Plainly Simple Studios • 6K followers
Here's the Rive rig overview from my last post. I don't know why that post blew up (The engagement from that post isn't earth-shattering, but almost 2k reactions are already a lot for me 😅) Maybe there's something about the solution, or the output is nice to look at, or a bit of both. A lot of people have asked for a tutorial (by a lot, I mean about 4 😂), so here's a quick breakdown. It's not a full-blown tutorial, but it's the quickest one I can compile. I'll probably make a detailed tutorial in the future. Honestly, I was surprised by the solution's output. And the solution is really simple and obvious, now that I think of it, I just haven't thought of it until now. I have worked with many rigs before (in After Effects), but Rive's built-in joystick and the ability to select a target for the handle are so intuitive and flexible that they enable solutions like this.
730
21 Comments -
Dilen Shah
Kraken • 2K followers
Frame rate mismatches are one of those silent pipeline killers that don't announce themselves until something breaks in QC or worse, in final delivery. 🎬 I wrote a deep dive on frame rate management in VFX pipelines, covering everything from Alembic workflows in Maya to how USD handles temporal sampling differently: 🔹 Why a 24fps → 25fps conversion causes 4.17% timing drift (and what that actually means for your sim) 🔹 Production-level Alembic export/import patterns with proper FPS conversion and scene restoration 🔹 How USD's stage-level metadata and time code mapping differ from Alembic's speed-based approach 🔹 Real-world scenarios: animation handoffs, international PAL deliveries, and high-frame-rate content 🔹 Sub-frame sampling for motion blur and cross-DCC compatibility strategies Whether you're a TD wrangling a Maya-to-Houdini handoff or a pipeline engineer designing for multi-deliverable workflows, understanding *how* your format of choice encodes time is foundational. Full article on my blog 👇 https://lnkd.in/g8y2yYfR #VFX #Pipeline #USD #Alembic #Maya #Houdini #TechnicalDirector #VFXPipeline #VisualEffects
22
-
Radu Cius
CATCHES • 3K followers
Houdini AI Assistant – New Update GPT-5.4 Hi, I’ve just released a new update for Houdini AI Assistant. Here’s what’s new: GPT-5.4 integration UI fixes and improvements Fixed document export Improved HDA Architect workflow This update should make the overall experience smoother and more reliable. If you try it, I’d really love to hear your feedback. Houdini AI Assistant: https://lnkd.in/dmu3Ex47 Prompt to HDA Architect using GPT-5.2 Prompt: Create an complex Asteroid Rock generator #Houdini #AI #ProceduralModeling #VFX #SideFX #HoudiniAI #CGI #Procedural
51
5 Comments -
Kai Mergener
CG Lounge • 3K followers
Iterations of up to 10000 (or more if you want your machine to suffer) for super clean, noise free sampling. Precise control over step size, falloff, advection, warp intensity and influence. My Soft Warp Node seems to be fully working now. However no matter what kind of voodoo math magic I am trying to squeeze into the formula, I cannot get it to be "bulletproof" when using too strong values. I am not even sure if I completely understand what is happening. From my understanding, offset pixels start to move faster than their neighbors, which results in some wrapping issues or folding over each other. But anyway, let's hope for the common sense and artistic vision of my future users that also prevents them from using ultra high values on a regular warp because of the same issues. :D Anyone interested in testing this little baby out? I am thinking of creating folds, maybe even terrain generation or in combination with my Height Conform some foil wrapping shenanigans. PS: It's not tileable yet, this will be the last step. #madewithsubstance #substance3d #substancedesigner Adobe Substance 3D
69
10 Comments -
Heba Sadek
Tech Amulets • 3K followers
I’m thrield to share a project I’ve been working on one of the most time-consuming parts of the rigging pipeline: Naming conventions. Whether you’re working on a stylized game character or a complex VFX creature, this Python-based tool provides a quick solution for maintaining clean, scalable hierarchies in Autodesk Maya. Key Features: Context-Aware Naming: Specialized presets for Biped, Quadruped, VFX, and Game-ready skeletons. Smart Prefixes & Suffixes: Manual entry or automated "By Position" and "By Type" logic to ensure consistency across the rig. Advanced Search & Replace: Quickly swap characters or strings across complex hierarchies. Batch Indexing: Rename multiple objects with a clean, sequential numbering system. Flexible Scope: Apply modifications to your current selection, the entire hierarchy, or everything in the scene. Built for riggers who need precision and speed. I'm looking forward to hearing your thoughts! This tool was one of many applications that we did inside Python workshop with Anas Elkinawy #MayaPython #Rigging #TechAnim #GameDev #VFX #Automation #Python
68
11 Comments -
Speedboards
593 followers
Are you being asked to bring AI into your animatic workflow? We are — and we’ve built a case study to show what that actually looks like. At Speedboards.ca, we integrate AI into our 2D animatics to elevate motion quality while reducing production time and costs by ~20%. The result: higher-fidelity animation for focus group testing, without slowing down the process. In the link, you’ll see a side-by-side: AI-enhanced animatic vs. the original animatic spot. If you’re navigating AI mandates or looking to stretch value earlier in the pipeline, let’s connect. Happy to walk you through the workflow and compare notes. Want to learn more about our price structure & process? email paul@speedboards.ca www.Speedboards.ca
6
-
Arjun Ghimire
Golden Hour • 2K followers
🔥 Houdini Explosion Series – Part 3: Combustion + Control In this video, I broke down what most tutorials skip — the combustion system inside Pyro Solver. I went beyond sliders: What each field (burn, temp, heat) does How flame actually behaves in the real world How to sculpt fire using velocity and shape These are the things that make your sim look real on screen. ➤ Full tutorial live now – https://lnkd.in/dYSqt5QD #HoudiniFX #PyroSolver #VFXTutorial #ExplosionFX #CombustionControl #VFXBoi
23
-
Jason Key
JangaFX • 29K followers
Need unique liquid splatter effects? Simulate them in real-time with LiquiGen & generate variations in seconds, including render passes, 3D mesh and particle exports. This particular setup takes about 5 seconds per variant on an RTX 4090 (so hundreds could be created in less than an hour).
106
3 Comments -
Jason Hughes
Mooncast Productions • 1K followers
No pithy hook for this one. Just a thought about what separates quality from crap. I think it's best described as "dynamic range". I regularly see vfx artists making demo reels full of bright flashing stroboscopic particle effects, dwarfing the character they are attached to. Five different variations of the same effect. But how can you possibly care? There's no depth or subtlety to it when everything is turned up to 11. It's impossible to scroll through more than a dozen posts without seeing a character juggle some hapless punching bag of an enemy 20 times with exceedingly ridiculous airborne attacks, such that none of them stand out because they are all as over the top as they could be. Turned up to 11. The lack of dynamic is desensitizing. If you have no small, how can there ever be big? If you have no quiet, how can you have loud? The music industry figured out a long time ago that compressing the shit out of the music and pushing it as close to clipping as the storage medium allowed would make one song louder than the others... Until everyone did that and nobody is louder, just all max volume all the time. It's harder to be subtle. It takes more effort to be careful. It can be scary to trust the end user to notice the difference. Really great creatives get this, and embrace it, across all industries. Quality requires the quiet. It demands the small. It should be obvious that without dynamic range, nothing you're making will have impact. You're just making another forgettable pop song.
7
6 Comments -
Edward Dawson-Taylor
CG Pro School • 7K followers
Come to our FREE webinar and get a lesson on us, by the amazing Authorized Instructor Daniel Langhjelm! Don't believe the hype, and don't sit on the sidelines as the world shifts. Be a part of creating what comes next! Artists and dreamers have always shaped the future. Come and have a pragmatic conversation in community around the cutting edge of CG, and learn what is needed to survive and thrive in todays creative employment market, or learn how to create better for your own moviemaking. I will be there to go through the details of what we are doing at CG Pro and to answer questions on anything CG or AI related. These are unprecedented times. CG Skills are important drivers for creative expression, ESPECIALLY in the AI future(learn how at the event)! And the next CG Pro Unreal Engine Filmmaking LIVE course cohort is coming soon! Learn more at the event and register for exclusive bonuses. Register for the webinar here and join us for a fun and learning packed evening! https://hubs.li/Q043CRV60
9
-
Autodesk Media & Entertainment
21K followers
What if your next prop could start with a prompt? 👾 Generate 3D assets from text prompts, refine and iterate in your browser or export them into your pipeline, and experiment faster across previs, prototyping, and 3D printing workflows. Try it today in Flow Studio: flowstudio.com
38
-
Naresh Reddy Kuthuru
Freelance • 3K followers
🚀 What technology will change the VFX industry the most in the next 10 years? Possibilities include: • AI-assisted pipelines • Real-time rendering • cloud-based production • digital humans The pace of change in our industry is incredible. If you had to choose one technology that will dominate the next decade, what would it be? #FutureOfVFX #Technology #VisualEffects #NareshTalks
1
-
Louis Alfieri
Raven Sun Creative • 7K followers
Once 2d-to-dimensionally-accurate-spatial-design is consistent, we’ll see most creative, architectural, and technical studios migrate to this type of solution. Sketch to model to maquette, to technical drawings will be able to be executed in multiple pipelines simultaneously in minutes versus days. This shift will give birth to large scale development in on-demand micro manufacturing and likely expedite the end of mass manufacturing. “Compared to tools like Tripo, Rodin 3D, or Meshy, SAM 3D is more like an early, demo rather than something for production workflows.” #design #future #Spatialdesign #micromanufacturing #ondemandmanufacturing
2
-
Yunus Balci
Industrial Light & Magic • 8K followers
Very useful Houdini feature that often gets overlooked: Detail attributes can be saved into the info block of .bgeo/.geo cache files. That means you can read those values later without loading the full geometry, using File SOP Info Load or gstat. This is great for storing lightweight metadata directly inside caches, not just geometry. For example, you could write per-frame profiler stats, memory usage, node timings, or custom sim metrics into each cache file, then inspect performance across an entire simulation afterward without loading heavy caches. Very small feature, but extremely useful for debugging, profiling your simulations, and understanding performance over time.
531
15 Comments
Explore collaborative articles
We’re unlocking community knowledge in a new way. Experts add insights directly into each article, started with the help of AI.
Explore More