Saturday, April 28, 2012


Senior FX Developer / TD


The Senior FX Developer/TD works collaboratively in a high-end software and production team environment using dynamic and procedural systems to create natural phenomenon (smoke, fire, cloth, etc.) and other visual effects. This role partners with the Digital Effects Supervisor to help determine and design the FX needs for the studio as well as specific projects.


FX Artist


The FX Artist works collaboratively in a high-end software and production team environment using dynamic and procedural systems to create natural phenomenon (smoke, fire, cloth, etc.) and other
visual effects.





Thursday, April 19, 2012

Houdini VFX artists

 

Job description:

Axis Animation is looking for Houdini VFX TDs for both next generation game cinematics and commercial projects.

Tasks will include building VFX assets/tools to create an array of realistic VFX set-ups, implementing them on specific shots, providing compositors with both test and final renders of the elements. An added bonus would be the ability to composite VFX renders within Fusion.

Candidates will work onsite at Axis Animation in Glasgow, UK and should already hold eligibility to do so when applying, for a duration of up to 6 months (with possible ongoing work in the future).

Axis are looking for a team player who shows initiative, has the ability to think outside the box, someone with problem solving skills and a general understanding of the production pipeline. With such skills the candidate should be able to conceptualise, present, and execute ideas within a tight production schedule.

   
Responsibilties:

    Design and create realistic particle FX using sprite/volumetrics rendering techniques and houdini/maya particle systems.
    Create dynamic or rigid body simulations.
    (Possibly) create tools, utility scripts, expressions and other digital assets to streamline the setup process and achieve the desired look.
    Be responsible for producing the final looks of VFX sequences, including integration with other CG elements.
    Work with production management to prioritise tasks.
    Keep CG Supervisor informed of progress, changes and other critical issues.

Requirements:

    Tool development experience.
    Procedural shading and scripting.
    Previous experience in FX look-development in film, game cinematics or animated features.
    In depth knowledge of Houdini VFX and particle tools, with at least 2+ years of production experience..
    Experience rendering with Houdini/MANTRA preferred.
    Experience in MEL, Python or Hscript.
    Some compositing experience, preferably Fusion. Ability to integrate into existing pipeline infrastructure.
    The ability to support ones self and take initiative.
    Excellent attention to detail, both artistic and technical.
    Proven ability to multi-task, prioritise and problem-solve, both individually and as part of your function as a team member.
    Ability to communicate and interact positively in a collaborative group environment.
    Candidates require a degree level qualification and 3 years work experience within the industry.
    If candidates do not possess a degree, 5 years production experience is required.
    Degree and work experience requirements may be waived if candidates can show exceptional skills.


   Applications :
    Candidates should send their reels , shot breakdowns and CVs to
    recruitment@axisanimation.com and include Houdini VFX in the
    subject line

HOUDINI FREELANCER


We need a freelancer for a three week gig. Can work from our San Francisco based studio or remotely. Project is to create architectural structures based on parametricism... manifesto can be found here...

http://www.patrikschumacher.com/Texts/Parametricism%20as%20Style.htm
example form references:

http://tarakunst.files.wordpress.com/2010/01/parametric-image.jpg

http://homevoo.com/waterfront-regium-architecture-architect-zaha-hadid/architecture-design-regium-waterfront-by-zaha-hadid/

We are interested in using houdini to create this forms since they can be modified by math rules and procedurally change from one for to another. For example, we can create a spline, then apply a copy node with a copy stamp to modify the vertices of each copy using math, then skin. The idea is to not have regular, symmetrical copies but rather use math. From manifesto: "The negative heuristics formulates strictures that prevent the relapse into old patterns that are not fully consistent with the core, and the positive heuristics offers guiding principles and preferred techniques that allow the work to fast-forward in one direction. The defining heuristics of parametricism are fully reflected in the taboos and dogmas of contemporary avant-gared design culture:
Negative heuristics: avoid familiar typologies, avoid platonic/hermetic objects, avoid clear-cut zones/territories, avoid repetition, avoid straight lines, avoid right angles, avoid corners, …, and most importantly: do not add or subtract without elaborate interarticulations.
Positive heuristics: interarticulate, hyberdize, morph, deterritorialize, deform, iterate, use splines, nurbs, generative components, script rather than model, …

We can provide more detailed references once an NDA is signed.

Matt Silverman  matt@bonfirelabs.com

Wednesday, April 18, 2012



Axis Animation is looking for talented Houdini Generalists and VFX artists to work on both next generation game cinematics and commercial projects.


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Friday, April 6, 2012





The Senior FX TD will develop FX tools and processes and lead an FX team working on producing high quality FX elements on a feature film production.

This role will involve:
Develop particle, RigidBody , fluid, cloth, fur & hair simulations.
Lead and mentor FX TD’s during shot production.
Apply lighting and shaders to produce the final rendered image or pass the simulations onto a Lighting TD
Uses an array of commercial and proprietary FX tools.