What all will be taught in the new Houdini focused course that Frameboxx is launching?
Houdini follows a true procedural paradigm, which makes Houdini more suited for broadcast design and motion graphics. And when it comes to VFX, Houdini holds a prime and prestigious position in the industry all over the world. Main focus of our course curriculum would be particles and dynamics, also CHOPS or Channel operators a very powerful and under-utilized tool. But the Main aim of our course would be for a student to understand and embrace the procedural way of working.

What are the CG production areas where Houdini finds application in?
Houdini can be used anywhere in whole production pipeline. It is an excellent procedural modeler, an excellent character animation tool. But the Industry relies on the Houdini for most of their particles and dynamics related stuff.

Why did Frameboxx think of launching a Houdini focused course?
We foresee a major boast in applications of Visual Effect in our industry. In the near future we see a lot of production house incorporating Houdini in their pipeline. Frameboxx had been researching on Houdini for the past 3 yrs, and is working in close association with Side Effects. Houdini curriculum is the outcome of inputs taken from Side Effects, along with suggestions of Houdini users in the industry. We are confident that this curriculum would suffice the needs of Animation and VFX Industry.

What is the USP of Houdini according to you in comparison to other CG and VFX suites?
The USP of Houdini is its proceduralism. The entire application is built on the idea that you do not necessarily create things, but you create systems for creating things. Houdini is unlike other 3D packages in that the entire application is node-based. So, you can easily wire the output from one node into several other nodes to create complex systems. Houdini has fantastic dynamics and particles – probably the best in the industry. They are the most flexible.

You can literally deconstruct the solvers and build them back up again to change their functionality. You can even create your own solvers or implement 3rd party solvers with some technical know-how. Also, the dynamics are fully integrated. Cloth and rigid bodies can affect each other. Gasses and fluids can push particles and rigid bodies. As far as dynamics go, you have rigid bodies, cloth (softbodies), wires, fluids (SPH, FLIP, and Voxel), gasses, and particles.

Tell us a little about yourself and your experience working with Houdini?
I started my career in 1999 as a lead designer for a Delhi based web designing firm. Later I joined Pentamedia Graphics as a 3D Animator, where I worked on 3D animated films like Pandavas and Alibaba. In 2001, I joined a major animation training brand as a senior instructor. From there I moved on to motion graphics and design by joining TV Today Network in 2002. With four years of experience in broadcast design and channel packaging for Aaj Tak and Headlines today, I joined the TV18 Network now called Network 18.

My return to training and education was in 2007, when I started to create animation and visual effects curriculums. At Frameboxx, I bring over 10 years of Production and education experience and I am deeply involved with the curriculum, research and technical operations teams. I have been working on Houdini for the past 3yrs. The sheer technicality of the software is a kick in itself. Moreover I get to expand my knowledge about a lot of things which I normally would have overlooked.

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