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Sidefx - FFF Houdini Subject 071
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Sidefx - FFF Houdini Subject 071


本教程為胡迪尼藝術家提供了大量的學習教程。


我們將學習一個有趣的旅程,通過許多不同的任務,將從靜態和動態對象的程序建模開始。然后我們將進入完整的程序幾何和模擬,學習多邊形,曲線和體積。本教程的大部分內容都是關于爆炸,我們將為軌跡式爆炸創建復雜但靈活的設置,精確控制來源、速度成型和自定義力的動畫。本教程的最后一部分將介紹一個新的Karma XPU渲染,我們將看到這個渲染引擎在當前階段可以做什么,如何使用新的著色器,有哪些限制和作假方法。


93.1GB。


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Oh, Hi Mark

This tutorial provides an enormous amount of information for a Houdini artist.


We will have a fun ride through many different tasks, will start with procedural modeling of static and dynamic objects. Then we will jump into fully procedural geometry and simulations, will play with polygons, curves and volumetrics. Big part of this tutorial will be about an explosion, we will create complex but flexible setup for a trail type explosion, with a precise control of sourcing, velocity shaping and animation with custom forces. The final part of the tutorial will be about a new Karma XPU render, we will see what this render engine can do in current stage, how to work with new shaders, what limitations and ways to cheat.


Details

The tutorial 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 hours.


Chapter 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.

This tutorial 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.


描述:

標簽: 胡迪尼 Houdini 特效 動力學 教程 動畫 破碎 動畫
分類:教程 > 3D教程 > Houdini
發布:CGer | 查看: | 發表時間:2022/4/29 19:13:31 | 更新時間:2025/4/5 11:16:22

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