Dan Schneider

Dan Schneider Email and Phone Number

Making the Good CGs Better... and can be for you. @ NVIDIA
Santa Clara, CA
Dan Schneider's Location
United States, United States
Dan Schneider's Contact Details

Dan Schneider work email

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About Dan Schneider

● MFA Visual Effects and MA Animation● Oversaw VFX Houdini to Unreal pipeline for first large scale VR crowd Time Magazines MLK “The March” LBE● 3+ years as Pipeline Supervisor Digital Domain [Production Domains: Commercials/Episodics][Pipeline Domain: Houdini/Crowds]● Sen FX TD Method Studios [Dr Strange] [Okja]● Sen TD Rising Sun Pictures [Gods of Egypt] [Game of Thrones se6] [X-Men: Apocalypse]● MoCap/MoEdit Pipeline Technical Director Weta Digital [Hobbit3:Bo5A] [BFG], Wellington● Senior Pipeline Technical Director at Newbreed VFX [Site 146] [Horns]● 1+ years as Final Layout Output TD at DrD (Happy Feet 2)● 2 years as a Senior Technical Director 3D R&D at Charlex● Author and maintainer of www.eyevex.com “Building Houdini Tools and scripts” TD Blog● Senior experience in development of production tools, scripts, and general pipeline● Expert Houdini knowledge spanning 19 years, including scripting, asset building, and HDK● Extensive knowledge of Crowds applications, pipelines, toolset development, and production issues.● Extensive knowledge of rendering including shader writing● MFA thesis hand coded in VEX to make basic neural operators for brain building; topic crowd sim related● Attendee of SIGGRAPH 15+ annual conferences. SIGGRAPH Pioneer MemberSpecialties: Larger List Available in pdf on dansresume.comProficient in:● Python (Houdini/HOM, Maya, scipy, numpy, Tensorflow, Keras, pySide, Katana, Tank, Cortex,),MEL, RIB, RSL, VEX, HScript, C/C++ (Houdini Dev Kit), Houdini Expression Language, PERL, BASH, TCSH, various Massive ASCII file formats, asf/amc ASCII files, ActionScript, Rez● Houdini FX; Massive; Maya; Pixar’s Renderman/ProServer; Mental Ray/MTOMR/StandAlone; Rush; SVN; git/gitlab; Jupypter lab/notebook; Adobe After Effects, Premiere, Photoshop, Illustrator, Animate(Flash); GIMP; Cutter, Kate, Kdevelop, Eclipse; Inkscape; PainterAdditional Experience:● USD, Numbra, Pandas, OpenCl Katana Node API's, PHP, C++, Mental Ray SDK, metaSL, TK/TCL, MYSQL, Javascript, Blender API, HTML, XML, YAML, Json, VBS (Wsscript), shotgun api, Shake script, Cmake ● Unreal Engine (UE4); Virtual Reality; Foundry Nuke, Katana, Mari; Vray; Redshift; Autodesk RV, Mudbox; Nuance, Zbrush; Vicon IQ; Natural Motion Euphoria; Condor; Discreet Flint (effect); Renderman for Maya; Arnold for Houdini, Motion Builder; Blender; Visual Studio; Shake, HDRShop; Pro Tools, Flipbook, Wavelab; Indesign; Ableton; Substance Designer, Alchemist; Docker; Trac; JIRA; Google Cloud Platform (GCP), Amazon Web Services (AWS)

Dan Schneider's Current Company Details
NVIDIA

Nvidia

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Making the Good CGs Better... and can be for you.
Santa Clara, CA
Website:
nvidia.com
Dan Schneider Work Experience Details
  • Nvidia
    Technical Evangelist
    Nvidia May 2022 - Present
    Santa Clara, Ca, Us
  • Simulacra Software
    Founder/Developer
    Simulacra Software Mar 2012 - Present
    ● Independent Research and Development of in computer graphics and applications
  • Apple
    Senior Rigging Technical Director Marcom
    Apple Nov 2021 - Apr 2022
    Cupertino, California, Us
  • Digital Domain
    Pipeline Supervisor/Technical Lead [Crowd Tech]
    Digital Domain Apr 2017 - Oct 2021
    Los Angeles, Ca, Us
    ● Designed Houdini Crowd Pipeline: Data flow within crowds and between departments. Integration with existing department workflows and asset types including Animation, Rigging, FX and MoCap. Evaluation of previous show pipelines, and existing 3rd party applications. ● Created and Supervised Creation of Extensive Python modules and HDAs: Including agent assembly, motion editing, importing, lookdev, rigging, proxies, level of detail management, output, transition management, utilities and user facing tools and conveniences. Made use of Vex, Python, Hscript and Hexpression.● Held interdepartmental Cross-Site Crowd Technology Meetings: Across crowds, animation, mocap, rigging, lighting and fx pipeline and technology to solve and coordinate crowd asset and pipeline technology needs. ● Organized and Ran: Regular meetings between production, developers and crowd artists to guide and coordinate development through artist feedback, production needs. and scheduling.● Consulted: Advised Artists on crowd techniques. Interviewed crowd artists and made hiring recommendations.● Prioritized and Organized: Task based ticketing and assignments to TDs and Tech across departments.● Granulated larger development tasks and made schedules for production to coordinate tech with artist needs.● Worked with Software Vendor: to debug, implement features get RFE’s and documentation.
  • Digital Domain
    Pipeline Supervisor [Commercials/Episodics]
    Digital Domain Jan 2017 - Sep 2020
    Los Angeles, Ca, Us
    [Agents of S.H.I.E.L.D. eps: 7.1 7.3 7.6 7.13][A Series of Unfortunate Events eps: 2.1 2.7 2.8 2.9 2.10 3.1 3.2 3.3 3.4 3.6 3.7] [Outlander eps: 3.12 3.13] [TV Commercials][Pink:Walk Me Home]● Manged and Curated Production Pipeline: Coordinated changes with facility roll-outs. Curated task based roles appropriate to project, spot, or episode. Managed preferences and software package dependencies.● Supervised and Met Pipeline needs for 2 seasons: Managed show pipeline transition to a new facility location between se2 and se3. 2017-18 [A Series of Unfortunate Events]● Organized Meetings: Priorities meetings with production to coordinate efforts and address pipeline concerns. Assessed technological needs by correspondence with dept leads and supervisors● Prioritized and Distributed Tickets: Ticketed TDs for bugs and RFE requests coordinating with other supervisors and productions. Corresponded with 3rd party software for managing outside bugs and support.● Worked and Coordinated Across Multiple Sites: Los Angeles, Vancouver and Hyderabad.● Trouble Shooting: Environments, show software packages and ecosystem. In session issues with Maya and Houdini. In-depth analysis of package structure and modulation.
  • Digital Domain
    Crowd Pipeline Superivisor [Time Presents Mlk The March Vr Lbe]
    Digital Domain Aug 2019 - Apr 2020
    Los Angeles, Ca, Us
    ● Oversaw VFX Houdini to Unreal VR pipeline for first large scale VR crowd featuring historically accurate agents for Time Magazine Location based experience at the Chicago Museum.● Advised Crowd lead on preparation for mealtime and implemented work around to mimic offline tools● Oversaw architecture, development and deployment of Houdini Crowds to Unreal Engine leveraging full VFX Houdini pipeline and tools until packaging to UE4● Implemented inline agent motion editing, auto trimming and signal processing tools for export preparation● Supervised development of publishing and export tooling; crowd editing tools for realtime restrictions; and Artist Driven GUI feature development and tooling● Oversaw packaging and file specifications for asset types, manifests, exchange files and I/O ● Consulted with production on technological limitations, exceptions and technology options● Worked with performance supervisor, Animation and Rigging leads to troubleshoot and optimize data and incoming assets upstream● Developed Advanced hero promotion toolset for puppet generation with switchable layers and motions reflecting the agent library packed prims; and prep options for realtime export● Supervised creation of Hero Demotion toolset allowing hero characters to become crowd agents● Implemented Crowd facial animation application and supervised configuration
  • Digital Domain
    Pipeline Supervisor [Digital Human Group]
    Digital Domain Oct 2017 - Apr 2018
    Los Angeles, Ca, Us
    ● Stand up of the Digital Human Group pipeline as a separate entity from production● Severed technologies from specific production pipeline dependencies discovering areas for generalization ● Distributed tasks for generalization across production technology departments● Worked with department and software leads to determine needs● Configured package ecosystem minimizing dependencies, in-house tooling and instructed expansion of configuration abilities
  • Method Studios
    Senior Fx Technical Director
    Method Studios Jun 2016 - Nov 2016
    Santa Monica, Ca, Us
    ● Dr Strange. Completed shot content and created tools for Tea Room Seq: Fractal floor tile animation and procedural geometry creation, animation and rendering of fractal shockwave eruption through tea room floor in Houdini utilizing assets, encapsulated networks, turtle, python (HOM), Hscript, VEX and VEX expressions.● Okja. Created Fluid Shot Content: Made use of encapsulated networks, scripted operators, dynamic via use of FLIP fluids, particle systems and procedural geometry in Houdini.
  • Rising Sun Pictures
    Senior Technical Director
    Rising Sun Pictures Jul 2015 - May 2016
    Adelaide, South Australia, Au
    MORE DETAILS ON www.dansresume.com● Created and Implemented Houdini Massive Arnold Crowd Rendering: Python API for Massive and Arnold crowd file types, geometry material mapping aggregater/resolver integrated with asset manager, python lib for editing crowd files, Houdini HDA upgrades for crowd editing, creation of new HDA and VEX based nodes for crowd edits, runtime render engine injector for Arnold materials.● Design and Implemented Houdini Pipeline Overhaul: Modularization and creation of versions pipeline packages or inhouse software and HDA based toolsets, creations of HSITE package and centralizing configuration and UI integration, implementation of standards for HDA and py lib authoring and standardizing preexisting tools and libs, removal and consolidation of bloat and redundancy across departments.● Designed and implemented Houdini “Assetizer” and modular HDA asset workflow: Round trip editing with Logic and Data separation and integration with preexisting publishing systems, Python api creation, native OTL manager replacement, HOM extent ions for presets, Htool, and HDA; high level integration for asset importing, creation, forking, cross shot use, editing, pipeline info tagging, in-session version rolling, publishing, render system integration and override system; custom programmatic Htool script creation and insertion.● Houdini Pipeline Authoring Dev Suite: High level integration of in-house project management and deployment system and SVN into Houdini UI for quick and easy creation of pipeline standard conforming HDAs and pipeline packages; ● Upgraded Created and Consolidated Various File Utilities and UI Utilities: Created a parm reference tree navigator allowing navigation of dependencies in parameter references, created parameter dereferencing system allowing referenced values in expressions to “bubble up”, Automated cache setups, save replacements for hip files, standardizing names and allowing major/minor visioning and relocation.
  • Weta Digital
    Motion Capture Pipeline Td
    Weta Digital Aug 2014 - Mar 2015
    Miramar, Wellington, Nz
    ● Implemented Tools for manipulation and modification of small crowds in MoEdit: Asset manger IO integration,GUI tools for loading, saving, asf/amcs and swapping crowd proxies from Nuance, file processing outside of application to setup small crowds for Motion Editing, and for removing setup pre-publish.● Created Solution for generation of crowd and proxies in MoEdit: Automated proxy generation including skeleton/asf reduction, geometry reduction, modifications for temp MoEdit usage, compliant with Nuance, configurable for dept scenarios, individual or show-wide missing or force all gen and publish, CLI's, admin GUI.● Updated and enhanced in-house Motion Edit software for interfacing with commercial solutions: asf loading, version updating of motion, skeletons, or creature on load, test utilities, GUIs, and general py/qt development● Created Custom timecode utilities in MocAp: Encoding/decoding timecode making use or user field info.● Developed Audio and edit utility libraries in MoCap: extracting and decoding bwav info chunks.
  • Newbreed Visual Effects
    Senior Pipeline Technical Director
    Newbreed Visual Effects Jan 2013 - Feb 2014
    Montreal, Quebec, Ca
    ● Implemented Houdini pipeline: Automation layer, associated GUI tools, and HDAs on top of Native OTL manager allowing asset manager integration and synchronization. Hsite deployment; Shot level asset system with in-session GUI round-trip editing and publishing of otls● Houdini I/O: Remote Alembic exporter (python libs 2 HDA Rops); Renderfarm Integration (Rop Nodes and Houdini ROP to Condor dependency solver), render scripts ; Environment configuration, KDE integration● Maya role geoCaching: Alembic exporter python api MEL wrapper; Auto department sensitive generation of abc export jobs (including role assets, Katana SceneGraphXML, asset manager specific data), XML spec for Alembic job creation, and publishing on main dept asset publish; ● Maya I/O and environment: GUI SaveAs native UI replacement integrating asset management system; userSetup replacement for cascading initializations via rez; In-house file menu replacement● Katana Auto Shot building for lighting and lookdev: role gathering sceneGraphXML generation, 1-click shot build with all models or animated geoCaches, materials, camera and layout as neededRez templates for 3D applications, general pipeline support, development, and package managing
  • Dr D Studios
    Final Layout Td, Output Unit
    Dr D Studios Jul 2010 - Nov 2011
    Sydney, Nsw, Au
    ● implemented initial Final Layout Dept Pipeline Layout● Created and maintained mass instancing solution for setdressing: GUI tools (Houdini/Maya), HUD(maya);file specifications, keyshot/shot inheritance system, I/o, publishing and asset tools ( Houdini/Maya); Cortex procedural, and Renderman(3Delight) runtime helper procedural● Created and maintained Footprint placement tools for paths/areas (Houdini): 6 HDA nodes, Python Sop; GUI tools, interactive editing tools; geometry generation, and override/refinement system● Implemented Final Layout Auto Rigging, shot-building, and I/O scripts and utilities (Maya)● Displacement cheating/editing tools (Houdini)● Assorted Final Layout tools, scripts, pipeline, artist utilities, tools, HDAs/Otls
  • Charlex
    Senior Technical Director 3D R&D
    Charlex Mar 2008 - Apr 2010
    New York, Ny, Us
    ● Created and maintained of lighting, pass, and rendering tools for Maya/MTOMR● Integrated Houdini into existing pipeline● Expanded Massive configuration and integration with pipeline applications● Created and maintained Shader Bank of all shader sources Windows/Linux compilation● Created and maintenance of project and rendering assets (OTLs) for Houdini● Wrote custom Mental Ray C++ shaders and maintained preexisting shaders● Upgraded pipeline to 64-bit for 3D applications and rendering● Wrote and maintained preexisting Rush renderfarm submission and render scripts for 3D applications including Maya (Soft/Batch/Mental Ray), Massive/Mental Ray, Houdini/Mantra and maintenance of existing● Implemented and revised file post processing and pre-render processing scripts for Massive and Maya● Scripted Workstation 3D application environment configurations● Beta Tested and evaluated applications and recommended potential integration● Compiled assorted plugins, scripted, and general pipeline work
  • Savannah College Of Art And Design
    Systems Administrator
    Savannah College Of Art And Design Oct 2004 - Jan 2008
    Savannah, Ga, Us
    Spearheaded investigation into Massive Prime and implementation of pipeline integration Created system Images and application testing performed Renderfarm render troubleshooting and problem reports Scripted, and general updating, problem reports, troubleshooting, repairs, and workstation maintenance

Dan Schneider Skills

Maya Mel Houdini Visual Effects Animation Renderman Mental Ray Particle After Effects Photoshop 3d Modeling Feature Films Massive Python Linux Premiere Scripting Technical Direction Pipeline Development Shaders Illustrator Tool Development Crowd Simulation Mantra 3d Rendering Set Dressing Art Problem Solving Cortex Hscript Hdk Vex Otls Fx Animation Fuzzy Logic Renderman Shading Language Procedural Modeling Procedural Animation Renderfarm Development C++ Layout Perl Rush Flash Shell Scripting Inkscape Simulations Corel Painter

Dan Schneider Education Details

  • Savannah College Of Art And Design
    Savannah College Of Art And Design
    Animation
  • Suny Oneonta
    Suny Oneonta
    Art Studio And Music

Frequently Asked Questions about Dan Schneider

What company does Dan Schneider work for?

Dan Schneider works for Nvidia

What is Dan Schneider's role at the current company?

Dan Schneider's current role is Making the Good CGs Better... and can be for you..

What is Dan Schneider's email address?

Dan Schneider's email address is da****@****lio.com

What is Dan Schneider's direct phone number?

Dan Schneider's direct phone number is +171639*****

What schools did Dan Schneider attend?

Dan Schneider attended Savannah College Of Art And Design, Suny Oneonta.

What skills is Dan Schneider known for?

Dan Schneider has skills like Maya, Mel, Houdini, Visual Effects, Animation, Renderman, Mental Ray, Particle, After Effects, Photoshop, 3d Modeling, Feature Films.

Who are Dan Schneider's colleagues?

Dan Schneider's colleagues are Burhan Sebehye, Harshal Dabhade, Sun Yan, Aabhas Mathur, Thong Pham, Muhammed Fanadeka, Wei Ding.

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