Patreon Advanced CG Tutorials Updated July 2019
Patreon 高級houdini cg教程合集,2019年7月更新包
Adding Houdini To Your Arsenal
AHTYA04 - Working With Clones Part 1
AHTYA05 - Working With Clones Part 2
AHTYA06 - Procedural Modeling AHTYA Title Graphics
AHTYA07 - Finishing The Title Graphics Model
AHTYA08 - Introduction To Redshift3D
AHTYA09 - Shading in Redshift 3D
AHTYA10 - Pathtracing and Adaptive Sampling in Redshift 3D
AHTYA11 - Intro To DOPs The SOP Solver
Bonus
Particles Part 01 - Paint Removal
Particles Part 01 Addendum - Shading in RS
Particles Part 02 - Conform To Surface
Particles Part 03 - The Principle Of Particle Simulation
Particles Part 04 - Tubular Flow With Vector Fields
Particles Part 05 01 - Plant Growth With POPReplicate
Render Setup - Kitbash Vein Growth
Render Setup Advected Particles
Render Setup Recamán_s Sequence
Render_Setup
Vellum 101 - Animating Vellum Constraints
Vellum 101 - Avoiding Jittery Simulations
Vellum 101 - Balloon Popping
Vellum 101 - Blend Shapes
Vellum 101 - Connecting Wires
Vellum 101 - Crushing A Can
Vellum 101 - Dynamic Constraints In Vellum’s SOP Solver
Vellum 101 - Force Directed Graph
Vellum 101 - Inflating Ballons Into A Shape
Vellum 101 - Locomotion Using Fiber Constraints
Vellum 101 - Looping A Simulation
Vellum 101 - Manually Creating Vellum Constraints
Vellum 101 - New In Houdini 17.5 Per Point Friction
Vellum 101 - Peeling Off
Vellum 101 - Pills (Rigid Bodies _ Grains)
Vellum 101 - Shrinkwrapping
Vellum 101 - Soft Constraining Grains _ Soft Bodies
Vellum 101 - Stiffness Dropoff
Vellum 101 - Swirly Cloth (Vellum + POP Attract)
Vellum 101 - The Different Constraint Types
Vellum 101 - Twisted Wires
Vellum 101 - Vellum In DOPs
Vellum 101 - Voronoi Cloth Bags
Vellum 101 - What About Grains
VEX 101 - Data Types _ Accessing Attributes
VEX 101 - Functions
VEX 101 - SOP Wrangle Basics_Pt 02
VEX 101 - Variables
VEX101 - Accessing Other Stream_s Attributes
VEX101 - Arrays _ Foreach-Loops_Pt 11
VEX101 - Creating Chladni Patterns_Pt 09
VEX101 - Custom Functions
VEX101 - For Loops_Pt 10
VEX101 - Generating Curl Noise
VEX101 - Generating Randomness
VEX101 - If-Statements_Pt 12
VEX101 - Intersecting_Lines_Pt_17
VEX101 - Packed Primitives _ Primitive Intrinsics
VEX101 - Pixel Sorting_Pt 16
VEX101 - Repetition_Fake_Hanging_Wires_Pt15
VEX101 - Starting A Function Library
VEX101 - Transformation Matrix Intuition
VEX101 - Why Quaternions
VEX101- Implementing A Paper Hidden Point Removal
Volumes 101 - VDBs vs. Standard Volumes
Volumes 101 - Adding Colliders To Our Solver
Volumes 101 - Adding Forces To Our Solver
Volumes 101 - Art Directing Velocity Volumes
Volumes 101 - Breaking Up Smoke Sims
Volumes 101 - Curvature
Volumes 101 - Curvature Driven Growth
Volumes 101 - Custom Kernels in OpenCL
Volumes 101 - Dissolving Geometry
Volumes 101 - Juliabulb Using Volume Procedurals
Volumes 101 - Kernels Sharpening A Smoke Sim
Volumes 101 - Linear Volume Ramp_Pt_24
Volumes 101 - Multistate Cellular Automata in OpenCl
Volumes 101 - Organic Cells
Volumes 101 - Point Advection
Volumes 101 - Reaction Diffusion in OpenCL
Volumes 101 - Reshaping SDFs
Volumes 101 - Signed Distance Fields
Volumes 101 - Vector Volumes
Volumes 101 - Volume Basics
Volumes 101 - Volume Booling
Volumes 101 - Volume Displacement Shader
Volumes 101 - Volume Gradient
Volumes 101 - Volume Procedural Basics
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