6 g+ @% e" E7 z4 dEnglish | AVC 1280×720 15 fps | MP3 96 Kbps 22.05 KHz | 7.05 GB+ i* H Y' s6 L2 D+ U3 h. b0 }
Genre: eLearning | Level: Beginner
Spencer will cover a variety of material and get into many technical low level concepts, such as the maths, geometry, and trigonometry, etc involved in gaining complete control over an effect. When it comes to making great FX, there aren’t any push-button solutions. This course helps to lay that groundwork to understand what is going on under the ‘hood’.
& p+ s! {* @5 ^8 I) R" L( VSpencer will take you step-by-step through the construction of a production ready scene in Houdini – right from looking at the UI and procedural modeling in Week 1, and eventually on to particles and fluids. You will cover techniques that give complete control when you’re creating cracks, wind effects, dissolving effects, as well as procedural modeling, to name a few... _7 a* S. w5 B2 m( ?7 ]) s
Finally, you’ll bring in the various elements you have created together in one final scene. Week 1: The Always Exciting Part – Learning the UI and Constructing a Model
9 ^1 E7 @: @# v' O y& y" z6 r1. Proceduralism
1 h2 |0 C% e6 C& H/ t2. User Interfaces% k7 y! e+ ]" s1 c2 K8 h
3. Creating Networks2 |' H$ t5 @4 c4 D
Welcome To Week 1. This week we will be covering Houdini’s Procedural workflow, the User Interface, and explore a few of Houdini’s modeling tools. The goal by the end of the first week is to have a comfort level with Houdini’s interface as we will go straight into more complicated workflows and concepts throughout the following weeks. Week 2: Copies are Cool, Copies are Cool, Copies are Cool – The Copy Operator and Noise
6 Z' l$ o3 ~0 Z3 G: X1. Copy Surface Operator
9 C4 U; b4 {7 M2 U6 \6 A2. Stamping to Create Copy Variations6 {. N& p4 z# G- `5 p/ B6 O3 F
3. Noise( Z- G% v- ]5 C% I
Can you feel the magic yet? For this week, we will cover the amazingness of the Copy Surface Operator (SOP) and its vast capabilities to create complex models, procedural animation and effects. We will also begin to cover the power of Noise and random values to give our geometry more organic behavior. Week 3: POPs is the Magic Word – Introduction to Particles5 H/ k* i: _ f9 J
1. Particle fundamentals
- f" V$ y% p+ h& w2. Controlling simulations
* l, g0 s+ F3 x7 B5 m5 ^3. Writing Simulations to Disk% q" @4 ^* r) d* @4 o* N* H3 y$ ^
4. Apply Geometry to Particles* z- \; F* R: ]# G
Particles. The bread and butter of Houdini. We will get into what a particle is, how we can control it using dynamic grouping, collisions and splitting. We cover how to surface and apply geometry to our particles. Week 4: Is it me Or Are Particles Lazy? – Building Particle Emitters
# A* j8 P% c+ i- v. u F/ ]: c1. Controlling Initial Velocity, K8 P5 h2 P* _& h- V( Q( X
2. Vectors – Length, Direction and Rotation
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5 z8 \# G# D5 x3 X! Y# L- r$ lFor this class, we will define where particles emit, set their initial velocity to direct our effect. We will learn how to set a vectors length, direction and rotation in order to maximize the amount of control we have. Week 5: Other Fun Particle Tricks To Show Your Friends – Dissolving Geometry
$ o8 N- p/ R% X" U% Y0 C1 Y: ~1. Particle Attributes
# K1 L/ c4 g/ y+ _5 \( h, g9 G2. Integrating particles with geometry3 `3 N: N0 S8 r. Q2 F& o. F
3. Advection using Voxel Fields
. m/ {8 h& ]7 x' _- F+ `Dissolving geometry is always a good trick to own. We will look at a method of creating a dissolving effect that will eat away our model. We will explore the use of volume fluids to advect our particles to create natural, fluid motion. Week 6: Sims are for Sucka’s! – Procedural Methods to create FX without simulation
( T/ X1 e' b. R5 J7 C( {' X# @1. Discuss goals when creating an effect2 Z. s3 R" |) Y) ~2 g
2. Geometry Attribute Types
8 G" g' x; X8 O& i# X* F3. Cover Math/Trigonometry topics to build robust effect2 X$ X4 t# d/ q* f: Q% W
This week we will explore alternative methods for developing an effect without the use of simulations which can often allow for more flexibility, control, and increased efficiencies. We will get into using various attribute types as well a few trigonomic functions to produce a production level effect. Week 7: Let’s Flip for FLIP fluids – Introduction to FLIP fluids3 D% }7 U+ h, j
1. Particle Fluid fundamentals
5 _& Z: A4 |& f& S# X; n0 {2. Controlling Fluids with custom forces
; Z# w% f6 v5 f( uWe will take a look at Houdini’s FLIP particle fluid solver which is useful for creating…FLUIDS! Particle Fluids are used to generate splashes, sand, and oil to name a few. Key areas we will explore are the fundamentals of FLIP, various ways to control the properties, emission, and build custom forces to get the most out of our simulation. Week 8: I Want To Be a Houdini When I Grow Up – Bringing It All Together8 ~ o% v0 r, \5 S+ g& A0 b3 w
1. Bring Elements Learned Over Course Together" L* `- p8 f# x8 V/ W' S/ K. Z* q1 c
2. Render using Mantra.
3 z7 l2 K+ f; j- EThe final week we will bring the various elements we have created together over the previous weeks. We will also explore some of the methods for rendering in Houdini. 官网:http://workshops.cgsociety.org/courseinfo.php?id=393 9 L- D; n6 r- f2 G. W
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Week 01.rar
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Week 03.part1.rar
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Week 04.rar
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Week 06.rar) f! v8 G" ?1 @3 F, T
Week 08.part1.rar
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