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Introduction To Houdini For Fx - smack - 05-10-2021 Introduction To Houdini For Fx | 19.07 GB This course is designed for people who have a good understanding of CG and interested in gaining a full understanding of Houdini and how to properly utilize it's capacity to create particles FX, water simulation, destruction and volume simulation.The course will also cover in depth how to render the various FX elements and how to composite them using Houdini COPs Week 01 | HOUDINI - Introduction to Houdini 18. - Workflow And Tools. - Wedging and iteration. - Hardware & Software. - Crafting FX workflow. Week 02 | ALL ABOUT POPS Intro to pops An introduction to Designing FX Timing & Layering Create a simple procedural system that uses path finding to create various particles streams Create various FX elements using POPs Particles Caching and optimization NEW: FX Energy design and prototyping the look NEW: Simulation setup NEW: Guiding particles and creating intelligent paths and Colliders NEW: Shockwave design, approach and execution Week 03 | VOLUMES Intro to Houdini volumes and vdb manipulation. Intro to Dops and smoke solver Create various smoke elements to enhance all the particles FX created week 2 Volume caching and optimization NEW: Creating magical explosion NEW: Adding more FX layers to the shockwave NEW: Using smoke simulation to enhance particle simulation Week 04 | RENDERING Intro to mantra Intro to shading in mantra Shading all the particles FX previously created Rendering the environment and setting up all the passes need to render our particles FX Intro to cops in Houdini NEW: Buildings, streets and environment rendering NEW: Initial particle rendering NEW: Introduction To Compositing Week 05 | RBD Intro to Bullets and constraints Fracturing using voronoi and boolean What is convex decomposition Edge displacement and high-res interior Create the constraint Simulate the rbd Caching the rbd and optimisation Setup a workflow for using lowres/higer geometry for simulation vs rendering NEW: Houdini 16/17 and 18 and how to transition NEW: When to use sop level solvers vs dop level solvers NEW: Creating the building destruction setup NEW: Building destruction setup and tweaking Week 06 | SMOKE SIMULATION Create various debris systems using particles and bullets. Create smoke trail simulation using pops and smoke solver Create a smoke sim to use as an air field for particle advection. NEW: Adding debris trails for buildings to enhance the overall visual Week 07 | ADV RENDERING NEW: Rendering all the additional elements needed NEW: Balancing and tweaking. NEW: Putting everything together Week 08 | FLIP FLUIDS Intro to flipfluids in Houdini Prepping the geometry for flip fluids and collision Create Custom forces to enhance the flip fluid sim Create the Highres sim Meshing in Houdini Intro to whitewater in Houdini Create whitewater source Create a highres foam simulation including, bubbles, spray and foam. NEW: Houdini 18 workflow/changes and how to transition Week 09 | WATER RENDERING Advanced water shading. Foam shading (foam, spray, bubbles) Lighting the flip fluid statue rising scene Optimization and setting up all the render passes. Create procedural atmospheric FX using vdb. Volume shading and rendering in mantra. Final compositing of all the FX layers and beauty passes using Houdini COPs NEW: Houdini 18 workflow/changes and how to transition Week 10 | KARMA & USD Introduction To Solaris USD & Karma When and when to use karma and how this workflow fits in Homepage: Code: https://www.rebelway.net/intro-to-houdini-for-fx Screenshots Link Download: Code: Download Via Rapidgator Extract files with WinRar Latest ! Contact dead link: [email protected] |