Rebelway - Houdini Fundamentals
在本课程中,您将在世界上最令人兴奋和身临其境的 Houdini 入门课程中学习 Houdini 的基础知识。47.6GB。
课程细分
本课程将通过多周的学习体验向您传授 Houdini 的基础知识。这是学习世界上最重要的 VFX 软件的最佳方式。
第 1 周
在第 1 周,我们将介绍 Houdini 并介绍程序主义的概念。然后,我们开始探索界面以及如何导航场景。我们将简要介绍上下文及其用途。此外,我们将介绍节点以及如何与它们交互。
第 2 周
几何上下文,在这里,我们通过对基本建筑物进行建模开始学习几何的旅程。我们研究程序工作流程和手动编辑几何图形之间的主要区别。我们介绍不同的节点及其用途,例如组节点、删除/爆炸节点。如何以各种方式设置属性,检查电子表格以确保数据/属性正常工作并正确流经节点的重要性。
第三周
本周我们将介绍复制和要使用的工具。了解实例化以及如何处理打包的图元每个复制点的变化。每个循环高度场它们是什么?我们构建一个地形,查看各种节点来操纵高度场,在高度场上散射几何体
第四周
体积和 VDB 构建体积和 SDF 操纵 VDB SOP 解算器
第五周
粒子,了解发射粒子的各种方式。通过使用弹出力(例如吸引、轴、曲线力)控制粒子来操纵粒子。动态创建组和属性以产生不同的事件。
第六周
Vellum、Cloth 工作流程、固定、附着、破碎。颗粒、发射、聚集、与布料互动头发,不仅仅是头发,我们研究使用头发来模拟电缆。
第 7 周
RBD 设置用于模拟的几何体 不同的破碎方法 打破约束
第 8 周
Pyro 创建发射器、火源、火爆,通过调整属性创建变化。模拟设置和设置 输出相关数据
第 9 周
海洋和 FLIP 设置海洋并处理海洋光谱以创建变化。使用 FLIP、模拟和对撞机设置 查看数据 网格粒子
第 10 周
LOP USD/LOP 简介 导入数据 使用组件生成器 材质设置 实例化 灯光和相机 使用 Karma 渲染
第 11 周
本周,使用涵盖墙壁、地形等着色器设置的模块探索着色和照明。您还将处理自定义属性、实例化并完成转盘场景组装。
第 12 周
在本周,我们将重点介绍如何创建动态转盘场景,涵盖相机和照明设置、电缆和渲染设置。
In this course, you'll learn the basics of Houdini in the most exciting and immersive Houdini introduction course in the world.
COURSE BREAKDOWN
This course will teach you the basics of Houdini through a multi-week learning experience. There's never been a better way to learn the world's most important VFX software.
WEEK 1
In week 1 we introduce houdini and cover the concepts of proceduralism. Then we start exploring the interface and how to navigate scenes. We will briefly cover contexts and their uses. Further we will cover nodes and how to interact with them.
WEEK 2
Geometry context, Here we start our journey into learning geometry, by modeling a basic building We look at the key differences between procedural workflow and manual editing of geometry. We cover different nodes and their uses, such as group nodes, delete/blast nodes. How to setup up attributes in various ways, The importance of checking the spreadsheet to make sure the data/attributes is working and flowing through the node correctly.
WEEK 3
In the week we introduce copying and the tools to use. Look at instancing and how to deal with packed primitives Variations per copy point. For each Loops Heightfields What are they? We build a terrain, looking at the various nodes to manipulate heightfield, Scatter geometry on the heightfield
WEEK 4
Volumes and VDBs Building volumes and SDFs Manipulation VDBs SOP solver
WEEK 5
Particles, Learn various ways of emitting particles. Manipulating particles by controlling them using pop forces, eg, attract, axis, curve force. Dynamically create groups and attributes to spawn different events.
WEEK 6
Vellum, Cloth workflow, pinning, attaching, fracturing. Grains, emitting, clumping, interacting with cloth Hair, not just for hair, we look at using hair for simulating cables.
WEEK 7
RBDs Setting up geometry for simulation Different methods of fracturing Breaking constraints
WEEK 8
Pyro Creating emitters, pyro source, pyroburst, Create variation by adjusting attributes. Simulation setup and settings Outputting the relevant data
WEEK 9
Oceans and FLIP Setting up oceans and dealing with ocean spectrums to create variation. Working with FLIP, simulation and collider setups Viewing data Meshing particles
WEEK 10
LOPs Introduction to USD/LOPs Importing data Using the component builder Material setups Instancing Lights and cameras Rendering with Karma
WEEK 11
This week, explore shading and lighting with modules covering shader setups for walls, terrain, and more. You'll also tackle custom attributes, instancing, and complete a turntable scene assembly.
WEEK 12
In this week we’ll focus on creating a dynamic turntable scene, covering camera and lighting setups, cables, and render settings.
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