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Fff: Subject 071 / Houdini Fx - Druckversion +- Forum Rockoldies (https://rockoldies.net/forum) +-- Forum: Fotobearbeitung - Photoshop (https://rockoldies.net/forum/forumdisplay.php?fid=16) +--- Forum: E-Learning, Tutorials (https://rockoldies.net/forum/forumdisplay.php?fid=18) +--- Thema: Fff: Subject 071 / Houdini Fx (/showthread.php?tid=64187) |
Fff: Subject 071 / Houdini Fx - Panter - 07.12.2022 ![]() Fff: Subject 071 / Houdini Fx Published 8/2022 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 17.46 GB | Duration: 37h 58m Procedural - Pyro - Karma XPU What you'll learn Procedural geometry and animation VEX coding Pyro and POP simulation Karma XPU render Requirements Lessons aim to an intermediate level Houdini artist A student must have a strong basic understanding of VEX coding and DOP structure Houdini 19.0.498+ required to support Karma XPU ACES 1.0.3 OpenColorIO recommended Description The course contains 8 chapters, in every chapter, we are going to cover one or several related tasks of our tutorial, all setups will be done from a scratch and total amount of recorded material is 38 hoursChapter 1 - In the first chapter, we are going to create out static geometry, floor and podium. Mainly we are going to do procedural modeling, will play with position noises, pattern creation and instancing.Chapter 2 - In this chapter, we continue adding elements of our scene, but this time they required extra procedural animation or transformation.Chapter 3- As we have done already with our static geometry, we can jump into fully dynamic elements. Procedural bullets and bullets trail with custom volumetric clustering technique, will be covered in this chapter.Chapter 4 - In this chapter, we are going to cover several techniques of procedural volume shaping, temperature and motion blur control, cycle animation and form variations.Chapter 5 - Custom procedural sparks, with full artistic control of shape and motion as well as supporting pyro elements will be created in this chapter.Chapter 6 - This tutorial will not complete without an abstract procedural geometry with cool motion. In this chapter, we are going to create this element as well as unique hero bullet shape.Chapter 7 - Our last element will be an explosion. We will create a complex, flexible setup for trail type explosion, will dive into DOP network and microsolvers for a precise control of our simulation, will add extra custom forces for a final smoke transformation.Chapter 8 - Ones all elelments done, we are ready to start lighting our scene. Karma XPU will be the key of this chapter as well as new shaders and ways to work with new engine. Overview Section 1: Oh, Hi Mark Lecture 1 Intro Section 2: Chapter I Lecture 2 Podium Lecture 3 Floor Section 3: Chapter II Lecture 4 Gun Lecture 5 Aim Lecture 6 Rough assembly Section 4: Chapter III Lecture 7 Bullets Lecture 8 Bullets trail Section 5: Chapter IV Lecture 9 Muzzle flash Section 6: Chapter V Lecture 10 Sparks base Lecture 11 Sparks stars Lecture 12 Sparks shape Lecture 13 Sparks smoke Section 7: Chapter VI Lecture 14 Field Lecture 15 Hero field Lecture 16 Hero bullet Section 8: Chapter VII Lecture 17 Explosion points Lecture 18 Explosion source Lecture 19 Explosion DOP Lecture 20 Explosion inverse Section 9: Chapter VIII Lecture 21 Final assembly Lecture 22 Light & floor Lecture 23 Podium & holder Lecture 24 Gun & aim Lecture 25 Bullet, sparks, field Lecture 26 Muzzle & explosion Lecture 27 Quality check This Houdini course aims to houdini artists who would like to learn new techniques in procedural creation of geometry, volumetric, animation, complex pyro simulation and meet closer with a new Karma XPU render engine ![]() Download from RapidGator Download from DDownload |