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Introduction To Houdini For Fx

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Introduction To Houdini For Fx
Introduction To Houdini For Fx
$497.00 Original price was: $497.00.$9.80Current price is: $9.80.

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Introduction To Houdini For Fx

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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

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