CGCircuit - Multi Layered Destruction in Houdini
胡迪尼的多层破坏教程。在本课程中,我们将学习如何创建汽车穿过墙壁的详细模拟教程。
专为初学者和中级学生设计,我们将专门研究如何安装Quixel bridge,以便使用Megascans资产来建造我们的墙。我们还将研究几种在Houdini中实现ACES以进行专业色彩管理控制的方法。
我们将考虑创建一个可重复使用的数字资产,以制作具有UV和表面细节的砖墙。然后,我们将利用此资产并制作一套完整的布景,包括窗户和门。
我们将断开所有内容,然后通过复杂的约束来设置模拟。
接下来,我们将利用各种技术添加多个不同的细节层。
这些将是粒子模拟,机场和尘埃的火焰兵模拟,我们还将研究发射RBD以添加额外的小部件。
然后,我们将查看 USD 和 SOLARIS,以便设置渲染场景。
然后,我们将研究如何使用 materialX 和新的 XPU 火焰着色器,以便我们可以利用 KARMA 的新(测试版)XPU 功能,从而大大加快渲染时间。
CGCircuit - Multi Layered Destruction in Houdini
In this course, we will learn how to create a detailed simulation of a car driving through a wall.
Designed for beginner and intermediate students, we will specifically look at how to install Quixel’s bridge in order to use a Megascans asset to build our wall. We will also look at a couple of ways to implement ACES in Houdini for professional color management control.
We will look at creating a reusable digital asset to make a brick wall complete with UV’s and surface detail. We will then take this asset and make a set complete, with windows and a door.
We will fracture everything and then set up the simulation with sophisticated use of constraints.
Next, we will add multiple different layers of details by utilizing various techniques.
These will be particle simulations, Pyro simulations for airfields and dust and we will also look at emitting RBD’s to add additional small pieces.
We will then look at USD and SOLARIS in order to set up the scene for rendering.
We will then look at using materialX and the new XPU pyro shader so that we can utilize the new (beta) XPU feature of KARMA which greatly accelerates rendering time.
Main Takeaways
How to set up ACES in houdini
How to use COPS to convert textures in ACES colour space
How to install Quixel bridge into Houdini to use megascans assets
How to make a digital asset
How to fracture different material types such as glass, wood and concrete.
How to setup sophisticated constraint networks to control the fracture of different material types.
How to make accurate collision objects for the simulation.
How to implement other passses to add further levels of detail to the shot.
How to use debris source node
How to use POP grains
How to use Pyro solver
How to create an air field to improve interaction between elements.
How to make custom pyro emitters
How to make a dust pass using pyro tools.
How to optimizie the simulation for caching
How to bring Houdini scene in SOLARIS
How to convert shaders into materialX
How to implement KARMA XPU
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