Sidefx - FFF Houdini Subject 071
本教程为胡迪尼艺术家提供了大量的学习教程。
我们将学习一个有趣的旅程,通过许多不同的任务,将从静态和动态对象的程序建模开始。然后我们将进入完整的程序几何和模拟,学习多边形,曲线和体积。本教程的大部分内容都是关于爆炸,我们将为轨迹式爆炸创建复杂但灵活的设置,精确控制来源、速度成型和自定义力的动画。本教程的最后一部分将介绍一个新的Karma XPU渲染,我们将看到这个渲染引擎在当前阶段可以做什么,如何使用新的着色器,有哪些限制和作假方法。
93.1GB。
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.
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