Expert level proficiency in numerous aspects of Houdini including VFX (cloth, hair, pyro, particles, etc.) using Houdini's native solvers as well as various 3rd party plugins, 3D Modeling (procedural asset generation, procedural model processing), rendering with various render engines and automation (HOM, TOPs/PDG).
Strong proficiency with various aspects of both Unreal Engine 4 and 5 including lighting, rendering, VFX (Niagara) and Unreal's node-based editor. Good understanding of Houdini Engine for Unreal and of creating HDAs that allow for maximum cross-compatibility between Houdini and Unreal Engine.
Working proficiency with various aspects of Maya including CFX, 3D modeling, and automation (Maya Commands, PyMel).
Strong proficiency with NXT for Maya and with the creation and maintenance of pipeline automation tools for Maya utilizing NXT.
Working proficiency with scene and asset creation in Terragen and with using the native hybrid render engine.
Strong proficiency with the various tools that comprise the Substance Suite.
Strong proficiency with Universal Scene Description and with its integration into Houdini in the form of Solaris. Good understanding of USD core concepts and best practices.
Strong proficiency with automation using PDG/TOPs. Very strong understanding of PDG core concepts and best practices, and of creation and maintenance of pipeline automation tools utilizing PDG.
Expert level proficiency with Numerion's Carbon Solver for both Maya and Houdini and with building automation tools to interact with Carbon
Strong proficiency with general Python scripting with a heavy focus on task automation and with various DCC specific Python APIs including HOM and Maya Python API.
Working proficiency with C++ and with the development of standalone, user-facing graphical applications. Also proficient with the use of the Dear ImGui library for DirectX based C++ applications.
Expert level proficiency with VEX for geometry and attribute manipulation.
Strong proficiency with shader programming in both GLSL and HLSL including the use of DirectCompute. Good understanding of graphics pipelines for both OpenGL and Direct3D11.