CGCircuit - Ship Splash ang Foam
在本系列教程中,我们将研究如何用houdini从漂浮的船上创建水花和泡沫。一方面,模拟相当平庸。但它有许多特点。很大程度上取决于船的类型、海浪的高度,或者仅仅取决于导演的设想 - “我想要很多泡沫和浪花向四面八方飞去。”即使是在同一部电影中,在相邻的场景中,你也可以看到泡沫的外观不同——这一切都取决于相机的角度和距离,以及画面的构图。这就是为什么不仅要了解泡沫的制作过程,还要根据我们/客户的需要来控制它,这一点很重要。
此外,flip模拟本身是一个相当耗费资源的过程,特别是当我们谈论的是大距离的移动时。因此,优化也将成为这些视频的重要组成部分。
当然,我们不会绕过 Houdini 19.5 版的新功能 - 创建和配置容器、碰撞、相机优化、取消已完成的模拟、开尔文尾流等的新可能性将在这些课程中研究。
25.3GB。
In this series of tutorials, we will look at creating splashes and foam from a floating ship. Simulation, on the one hand, is rather banal. But it has a number of features. Much depends on the type of ship, the height of the waves, or simply on the director's vision - "I want a lot of foam and spray flying in all directions." Even in the same film, in neighboring scenes, you can see that the foam is different in its appearance - it all depends on the angle and distance of the camera, the composition of the picture. That is why it is important to know not only the process of creating foam, but also to control it as we / client need.
In addition, flip simulation itself is quite a resource-intensive process, especially if we are talking about a large distance of movement. Therefore, optimization will also be a significant part of these videos.
And, of course, we will not bypass the new features of Houdini version 19.5 - new possibilities for creating and configuring a container, collisions, camera optimization, upresing already finished simulation, Kelvin wakes and much more will be studied in these lessons.
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