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Fff: Subject 071 / Houdini Fx
#1
[Bild: jyehperyp8g0b3mxfqr40m8il6.jpg]

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


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