The VFX School is an online academy created with the goal of training both students and professionals who want to specialize in FX, using Houdini.
It was founded in 2018 by a couple of FX professionals, Daniel Larrosa and Agustín Schilling, that identified the need to expand educational opportunities of the FX industry across the world. Our objective is to give every person, regardless of their circumstances, the opportunity to study in the VFX industry. Our Houdini courses are perfect for students who desire an avant-garde, flexible online FX program. Our experienced instructors and staff really care about the success of our students!
We develop a practical, quality and cutting-edge training to encourage our student’s talent and creativity. The training contents have been built on the basis of new technologies and new communicative approaches, capable to reach international audiences.
Our educational philosophy is based on a simple and enjoyable teaching system that provide students with the knowledge and skills to create their professional Demo Reel.
Meet Our Team
The VFX School team is comprised of a small group of professionals who are committed to your educational success. Our collective experience is what makes us unique and exceptional.
OWNER | FX TECHNICAL DIRECTOR
Agustin started working as a professional in Argentina in 2002, making film productions as 3D Generalist. In 2009, the largest advertising company in Buenos Aires hired him as FX Technical Director. He was able to work for numerous TV commercials, obtaining the necessary knowledge to start his international experience in 2010.
Animal Logic, Dr. D Studios, WWFX and MPC were some of the most important studios, in which he worked on projects such as The Legend of the Guardians, Happy Feet 2, Expendables 2 and The Man of Steel, performing his role as FX Technical Director.
In 2011, he founded PyroVFX, a remote FX company, where he has developed film and commercial projects for countries around the globe: Argentina, Brazil, Mexico, USA, Canada, Australia, England, Germany, Spain, Greece, among others.
OWNER | VFX ARTIST
Daniel has been working in the industry for over 8 years. Throughout his years of career, he has got the chance to be part of huge projects around the world, providing state-of-the-art pieces with the highest industry standards. These projects have allowed him to display and enhance his expertise on FX Artist.
He is specialized in simulating phenomena by using physic and dynamic effects, i.e., fluids, fire, smoke, explosions, destructions and atmospheric effects. Some productions that proudly fill his portfolio are: Ford Christmas commercial (Ford Natal), Discovery TV show opening (Discovery Street Magic), Nestlé commercial (Boss Beyond), 3Dar short film (Uncanny Valley), Cadillac commercial (Bold Start), “Yanca y el Espíritu del Volcán” film, “Storm Riders 4D” film, and Pixi Post.
Being involved with more than 100 companies has certainly led him to acquire a solid skill set that shows through his outstanding portfolio. Since 2013, he belongs to the PyroVFX team.
- Import and analyze geometry. - Splitting geometry into sim and non sim areas. - Further organizing the bridge into fracture areas, deformable metal and rigid metal. - Fracturing the road with the boolean method. - Using booleans to prepare the geometry so that it is appropriate for bullet simulation. - Using voronoi fracture method for the deformable metal. - Using soft constraints with plasticity. - Combining animated and simulated geometry with the ‘active’ and ‘animated’ attributes. - Caching bullet sims efficiently. - Deforming high-res geometry with low-res simulated geometry.
- Creating simple proxy geometry. - Using hard constraints. - Using the guided sim workflow. - Creating appropriate geometry for a Vellum sim. - Configuring animated pin constraints. - Varying the strength of breakable constraints over time. - Using time scale and drag to create a sense of scale.
- Importing and organizing the car models. - Creating groups for the wheels and the bodies. - Using the new ‘scatteralign’ and ‘attribfrompieces’ SOPs to scatter the cars onto the road. - Procedurally remove intersecting cars. - Simple bullet sim to provide a more interesting layout. - Using soft constraints and cone twist constraints for a simple suspension system. - Hacking the ‘rbdbulletsolver’ SOP to configure the cone twist constraints.
- Creating a source for a POP sim with the ‘debrissource’ SOP. - Simple POP simulation for the particle debris. - Setting up a source for a Pyro sim. - Culling geometry based on speed. - Using the rest attribute to apply noise to animated geometry. - Adding detail to a Pyro sim with disturbance and turbulence. - Using a POP sim and a bullet sim as sources for Pyro sims.
- Importing materials and cameras. - Setting HDR and distant lights. - Setting motion blur using velocity. - Setting DOF. - Randomizing colour instances. - Rendering with Arnold. - Compositing with Nuke.
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- Using the Boolean system to create interesting fracture pieces. - Making the sim more efficient by deleting pieces that are inside the geometry. - Manually creating clusters with constraints. - Creating proxy geometry with the 'Convex Decomposition' node. - Using the active attribute to fix the borders of the geometry. - Creating bombs and a shockwave with Metaballs. - Using velocity to set up a debris source. - Setting up a simple Pyro simulation.
- Using the 'Measure' SOP to separate small pieces. - Creating a metal bending sim with soft constraints and plasticity. - Using the 'RBD Material Fracture' SOP to create wood and glass pieces. - Constraining active objects to animated static objects. - Using the 'RBD Connected Faces' and the 'RBD Disconnected Faces' SOPs to render fractured glass. - Bending metal with the 'RBD deform pieces' SOP. - Configuring the 'RBD Bullet Solver' SOP.
- Understanding and organizing an fbx animation. - Creating a suspension system. - Isolating simulated and non-simulated parts of a geometry. - Using cone twist constraints for wheels and suspension. - Dealing with planar geometry. - Passing velocity and position from an animation to simulation geometry. - Setting the collision ignore attribute.
- Creating a tempered glass fracture effect. - Using the 'Time Shift' and 'Time Blend' nodes to slow down animation. - Setting various constraint properties. - Using a VOP network to add noise to a velocity. - Breaking and changing constraints during a simulation. - Using the 'Transform Pieces' SOP to transfer animation to hi-res render geometry. - Setting light shaders and textures. - Rendering with Redshift.
- Learn the basics of Vellum. - Importing and prepping alembic and bgeo animations. - Using the 'Solid Conform' and the 'Vellum Constraints' nodes to build tetrahedral constraints and geometry. - Creating a vellum DOP network with the shelf tool. - Creating cloth constraints. - Using the 'Bend' SOP to update the rest position. - Using the 'Vellum Rest Blend ' DOP. - Creating stitch constraints between two vellum objects.
- Creating geometry appropriate for vellum cloth sims. - Using a T-Pose and the 'Blend Shapes' SOP to drape the cloth ready for the first frame. - Using the 'Edge Fracture' SOP to create tears. - Creating cloth constraints and setting some constraint properties. - Using the 'Attach to Geometry' constraints. - Welding the tear points. - Using the vellum solver in the SOP context. - Creating stiff areas of cloth.
- Using the 'Sculpt' SOP. - Setting all the cloth constraints again. - Creating a 'Pin' group to follow the animation during the sim. - Breaking constraints manually during the sim. - Using the 'Vellum Post Process' SOP. - Using the "Point Deform' SOP to transfer the animation to the render geometry.
- Using the solver node to save data over time. - Generating a grain source with the 'Vellum Configure Grains' SOP. - Manually building a vellum DOP network. - Understanding and adding noise to the 'Attraction Weight' attribute. - Using and understanding the 'Upres Sand' shelf tool. - Running a simple bullet sim. - Setting Redshift materials and lights. - Rendering with Redshift.
- Overview of the workflow with shelf tools. - Using Mixamo for motion capture data. - Creating agent layers. - Creating foot planting channels. - Randomizing with crowd sourcing. - Simple simulation. - Randomizing textures. - Render with Mantra.
- Agent clip properties. - More complex crowd source. - Triggering with a bounding object. - Transitions. - Combining vellum and crowds. - Style Sheets.
- Basic ragdoll workflow with presets. - Collision layers. - Setting up and problem-solving joint constraints. - Creating constraints between agents and other bullet objects. - Multisolver DOP network. - Using chops to add camera shake and flickering lights.
- Combining crowd sims with other types of simulations. - Creating terrain. - Configuring object avoidance. - Looking at different types of triggers. - Painting density and normal attributes for agent sourcing. - Using the POP curve force node to move ragdolls.
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