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Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

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9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

SideFX Houdini SIGGRAPH presentations

SideFX 2017-08-07 08:56 article  > All

The Houdini HIVE at SIGGRAPH 2017 included three days of educational sessions in a wide variety of topics.

Mikhail provides in-depth details of VFX production for Attraction. He goes right from the early stage of pre-production through all the fascinating effects. How they generate an authentic city and then destroy it, develop design of alien exoskeleton and spaceship, make genuine clouds and atmosphere, and why they needed to make a CG fighter pilot. At the end you will hear how they adjusted their work principles to accomplish all this with a relatively small team of 50 people in just 1 year.

 

 

Pluralsight's John Moncrief examines an advanced scatter tool created using Houdini Engine for Unity. This session will take you through building a tool that will randomize and scatter assets (like trees or rocks) based on several different factors including slope calculations, curve based boundaries, and other procedural info read in from a Unity terrain.

 

SideFX's Scott Keating covers some of Mantra's new rendering capabilities and how to take advantage of the new Material workflows in Houdini 16. From there, we will look at how to take advantage of Material Style Sheets when assigning materials and assembling your scene.

 

Author: SideFX Editor: Michał Franczak
Tags: siggraph
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