We're hiring! Technical Artist, AI Workflows We are seeking an exceptional individual to join our talented Strategic Partnership Team. You are a Houdini Technical Artist who has been keeping an open mind about how AI might affect the ways that visual effects are created – and have actively sought to educate yourself and experiment with emerging AI/ML tools. You are always striving to innovate improved workflows that support artists to achieve their creative vision – and you prefer to do that in Houdini. You will be participating in SideFX's Procedural AI Workflows Project where you will be exploring and demonstrating how AI tools and workflows can meaningfully support and integrate with Houdini’s procedural platform. INFO: https://lnkd.in/gcfyhxxG
SideFX Software
Software Development
Toronto, ON 36,868 followers
For over 35 years, SideFX has been providing artists with procedural 3D animation and VFX tools in film, TV and games.
About us
SideFX is a world leader in the development of 3D animation and visual effects software for use in film, commercials and video games. SideFX award-winning Houdini software utilizes a node-based procedural approach which provides digital artists with an unprecedented level of power, flexibility and control. Houdini’s comprehensive feature set includes modeling, rigging, animation, particle effects, dynamics, compositing, integrated rendering, and more. Houdini is available for the Mac OS X, Linux and Windows operating systems.
- Website
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http://www.sidefx.com
External link for SideFX Software
- Industry
- Software Development
- Company size
- 51-200 employees
- Headquarters
- Toronto, ON
- Type
- Privately Held
- Founded
- 1987
- Specialties
- Procedural 3D Animation and Visual Effects, vfx, visual effects, vfx software, motion graphics, video game development, cg software, and 3d software
Products
Houdini
3D Modeling & Rendering Software
Houdini is built from the ground up to be a procedural system that empowers artists to work freely, create multiple iterations and rapidly share workflows with colleagues.
Locations
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Primary
Get directions
123 Front Street W
Toronto, ON M5J 2M2, CA
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520 Broadway
2nd Floor
Santa Monica, California 90401, US
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3 Church Street
825
Downtown Core, Central Singapore Community Development Council 49483, SG
Employees at SideFX Software
Updates
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SideFX Software reposted this
Forced Landing A cinematic FX shot focused on a physically believable forced landing after engine failure. This project was built around controlled motion and real-world scale — from the unstable approach and asymmetric ground contact, to aircraft deformation and long sliding interaction with terrain. The aim was to avoid exaggerated destruction and instead let mass, velocity, and friction define the outcome. The crash sequence, ground interaction, debris, dust, and smoke were created using a fully procedural workflow, with all elements designed to support weight, momentum, and energy transfer rather than spectacle. Camera timing was kept grounded to a human observer perspective. Created using Houdini and a physically based rendering pipeline. Grateful for the learning and resources shared by the Houdini community — especially SideFX Software Houdini, Applied Houdini, and Steven Knipping — and also INDIAN VFX SCHOOL. YouTube: https://lnkd.in/d5DfgW9g FX breakdown: https://lnkd.in/dfFVd6Sv #HoudiniFX #VFX #FXArtist #Simulation #RBD #Procedural #Cinematic
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SideFX Software reposted this
Excited to finally share this shot. This project went through a lot of iterations, and figuring out when to let go was a big part of the process. At some point you realize no project is ever “finished”... just finished enough to move forward and apply what you’ve learned to the next one. Rendered in Unreal Engine, with simulations and FX built in Houdini. A great learning experience overall, especially around iteration, scope, and trusting your instincts when it’s time to call something done. Look forward to some breakdown shots of the workflow over the upcoming days! Explosions and various set dressing VDBs were integrated with the power of Zibra AI compression. Big thanks to Ashley Burkart for the sound FX on this piece, it really brings it to life. Also, thank you Urban Bradesko for the final color grade and creative inspiration along the way. If you'd like to learn more, check out my workshop with DoubleJump Academy in the Ultimate Destruction for games workshop: https://lnkd.in/gkWJGVZg
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SideFX Software reposted this
We strongly advise against using Alpha versions of Octane for commercial productions, but sometimes the new features are just too good... Huge congrats to Christopher Rutledge and the team for cutting edge VFX in one of the best music videos of the decade, 'Helicopter' by A$AP Rocky – leveraging next generation Gaussian Splats in Octane (with path-traced relighting) to create hyperrealistic fully navigable 3D scenes in a finely crafted PS1 aesthetic. Read more about the behind the scenes process in a new Radiance Fields (Gaussian Splatting and NeRFs) article. "You have free rein to explore, reposition cameras after the fact, break spatial continuity, and recombine performances in ways that 2D simply can’t. In other words, radiance field technology isn’t replacing reality. It’s preserving everything." https://lnkd.in/eHsGxk8p
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SideFX Software reposted this
Introducing THE MAYHEMISER: a tool designed to give 3D models a handcrafted, faceted look. This video is an extract from a talk I gave at the Sydney Houdini User Group for UTS Animal Logic Academy, diving into some of our R&D around prototyping for stylised animation. #Houdini #HoudiniFX
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SideFX Software reposted this
Made a new tutorial for my patreon showing off all of the FUN i have been having lately in SideFX Software Houdini 21's COPERNICUS toolset, particularly since they added simulations using blocks. It's opening a whole new dimmension of houdini (literally). I can't even explain in words how exciting this stuff is and what kinds of possibilities it opens up for all kinds of 2d/3d workflows. https://lnkd.in/gsEXVvTx
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See Max Rose’s complete animation pipeline in Houdini, including procedural asset modeling and texturing with COPs, character rigging and animation in APEX, scene layout in Solaris, and lighting and rendering with Karma. https://lnkd.in/gnu_fZRy #houdini
The Making of Rocket Boys - Creating a Full Animated Scene in Houdini 21 | Max Rose | Equinox 2025
https://www.youtube.com/
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SideFX Software reposted this
❄️ Some things I’ve learned working with snow in Houdini • Mesh your grains sim and render it as a uniform volume. It’s more efficient than rasterizing or relying on subsurface scattering. • Use a mass attribute to drive forces. With a sop solver inside dops calculate the point cloud density and drive mass, creating clusters that react differently to wind —small snow particles get pushed more, while larger chunks stay heavier. • Use a constant density pyro sim around your collisions to advect particles realistically • In grains, use the attraction weight attribute driven by the same density solver so clusters stick together more naturally (compressed snow). • Keep meshes low-poly and force a catmull-clark subdivision at render time to smooth the uniform volume. • Add detail with procedural micro-displacement in a vex shader instead of relying only on grain resolution. This allows fast sims with high visual detail, without too expensive grains resolution. • You transfer a rest attribute or even uvs from the grains to the final mesh to drive textures for displacement. • Experiment with not rendering backfaces on the uniform volume—this can improve the look and help avoid certain render artifacts. Over the past two years, I’ve been working on several snow-related projects as an FX artist, and along the way I picked up a few techniques that might be useful to others. Feel free to reach out if you’d like to talk more about the process. Rhino animation by Nav Singh 🦏❄️
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SideFX Software reposted this
I revisit this project almost every year to tweak the sim, adjust shaders and render, using the most recent tools in Houdini SideFX Software
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Learn how to add interactive viewport controls to your HDAs using Python States with Mohamad Salame. Read and write parameters using keyboard and mouse input, work with multiparms and handles, and build right-click menus, selections, drawables, and more. https://lnkd.in/gmqUqpuw