Houdini 14 includes a number of new quick start tutorials. Meanwhile, animators will appreciate the new faster Animation editor with Animation layers and significant speed improvements to the display and playback of rigs. From preselection highlighting to new handles, improved edge-loop selection, new UV Flatten and UV Layout tools with UDIM support, grooming tools for hair and fur, an advanced visualizer architecture, custom panels and much more, this release will make it easier for artists to work procedurally. With Houdini 14, a great deal of work has gone into user experience. This pipeline will be enhanced in the future (new releases) to support more complex agent interactions and AI for creating hero quality crowds. The new crowd pipeline is intended for large, mid-to-background, non-interacting crowds executing basic motions and can seamlessly interact with dynamic elements such as Bullet, fluids and sand. The new Crowd System features artists friendly new capabilities with a new packed primitive type, a Finite State Machine solver and hardware accelerated display of instanced crowds. ![]() In addition to sand effects, artists can create solids, sheets or tethers to generate soft body, cloth and wire-like simulations. (image: courtesy Side Effects Software, All rights reserved.) Look for stuff nobody wants to do - that's where the entry resistance is low.01 – New splash image from the new Houdini 14 3D visualization software available on OS X, Windows and Linux. So if your question was "What's faster to get into - commercials or film?" then the answer is clearly "commercials".īut it's still not a way of making money quick by my experience - "fancy" 3D is overall a very saturated market. That said - it's certainly easier to get into commercials studios than film studios (I would recommend this as an entry point actually). With visualisation I mainly mean more "boring" use cases like I described - often used internally, not for marketing. So it's also not a "fast" way of finding junior jobs in my opinion. Those jobs are usually given to artists via agencies, which in turn means it has a relatively high entry resistance - they won't risk giving this to inexperienced juniors (since money usually isn't a problem). Well, that's commercials - very similar to motion design in one sense: it's very unlikely you will find jobs directly from the client. ![]() How to find clients I don't know though - the ones I worked with all contacted me (which never,ever happened to me in the film industry) - which is the reason I have the perception of a relatively unsaturated market there. (Unfortunately that's not a area where Houdini is used much though.) I think a better field to get jobs in 3D early would be Visualisation for direct clients in some form - medical, product, engineering etc (Not Archviz IMO - that's too advanced for beginners and very competative) - all need/want to visualise their stuff (kitchens, clothes, jewellery, tools etc.) - and there is not a lot of "sexiness" in it, which keeps the competition low. ![]() It usually takes years, not months, to get your firs paid job in both (to my knowledge). Afaik the creative market is covered by creative agencies, which want to see experience and have no shortage of artists. That said - I think both fields are very hard to break into, so "fast" is not a word I would use lightly here. On top you have way (waaay) more "artists" attracted by the (false) perception of glamorous/cool film work - entering this field usually takes many,many years with no/almost no pay. ![]() Very few companies can handle the scope of film work and survive in the very competitive market. I would say the former (Motion Design), since you have way more players in that field (print, online, TV etc.).
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