CG数据库 >> CGCircuit-Houdini应用教程

CGCircuit-Houdini应用教程的图片1

Duration 6h 34m MP4

Title: CGCircuit – Applied Houdini Dynamics Volumes 1 – 4

Info:

Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm’s Industrial Light & Magic (Star Wars: The Force Awakens, Avengers: Age of Ultron, Tomorrowland). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all – each video is crammed with actual information and footnotes instead of gratuitous talking and dead space.

77m

In Dynamics I, we will jump right in and tackle a simulation of a vaporizing pig’s head. We start with simulation fundamentals such as generating initial volumes as well as what exactly domains, vectors, and voxels are. From there we set up a basic simulation with a few forces, cache it, and render it. Tips and tricks including optimal UI organization and a bare bones workflow setup will also be discussed.

98m

In Dynamics II, we will immediately move beyond the basics. Rather than start from a static volume, we will dynamically source turbulent density and velocity into our simulation. From there we will control our simulation with a variety of microsolvers including turbulence, disturbance, and diffusion, and even combine multiples of these together for even more advanced effects. Finally, we will talk about the effects that forces, divergence, and vorticity will have on the shape of things. As always, production oriented techniques will take priority and I’ll even share a few of my favorite tips and tricks to achieve quality results faster and more efficiently!

117m

In Dynamics III, we will target exactly which Mantra, light, and shader settings you will need to know about in order to produce quick, hi quality renders. Being able to sacrifice minimal quality while gaining massive time savings will be critical to iterating quickly on shots through development, and then switching over to making a great image when you’re done without running out of time. We will also talk about rest texture noise and the shader in general, without which we will not be able to produce photoreal results. Finally, we will learn about scattering and viewing the effects of individual lights in different images, for use with debugging and more importantly later, compositing.

102m

In Dynamics IV, we cover the scenarios for dust/smoke/steam/magic most often found in production work – destruction. We begin with basic fracturing and rigid body simulation, as well as secondary particle simulation. From these we can dynamically source volumes into our smoke sim with characteristics of the fracturing mesh itself. Advanced workflows for speedy collisions, accurate sourcing, and VEX language attribute manipulation are covered in detail.

持续时间 6 h 34 m MP4

标题︰ CGCircuit — — 应用胡迪尼动态卷 1-4

信息︰

应用胡迪尼是一家生产素质系列由 Steven Knipping,目前高级刚性体破坏 / FX 技术总监在卢卡斯的工业光 & 魔法 (星球大战︰ 力唤醒、 复仇者︰ Ultron 年龄、 明日世界)。受益于生产验证工作流的同时也越来越深入解释为什么事情运作他们的方式他们做。最好的一切 — — 每个视频是挤满了实际信息和脚注,而不是无偿的谈话和死角。

77 米

在动力学中,我们将跳在权利和解决仿真汽化的猪头。我们开始模拟基本面如生成初始卷以及完全域、 向量和体素是什么。从那里我们建立了几个部队基本模拟、 缓存,并呈现它。此外将讨论的技巧和窍门包括优化用户界面组织和梗概工作流设置。

98 万

动力学第二,我们将立即采取行动的基础。而不是从静态的卷上启动,我们将动态源湍流密度和速度进入我们的模拟。从那里我们将用各种 microsolvers 包括湍流、 干扰和扩散,控制我们的模拟,甚至可以合并这些倍数一起为更高级的效果。最后,我们将谈论部队、 发散,影响和涡度会对形状的东西。作为始终,生产面向技术将优先并且我会和你们分享我最喜欢的技巧和窍门更快和更有效地实现质量结果一小 !

117 万

在动力学第三,我们将目标到底哪个咒语,光,和着色器设置,您将需要知道约以生产快,嗨质量呈现。能够同时获得节省大量的时间牺牲最小质量将对快速迭代通过发展,球上,然后切换到使一个伟大的形象,当你完成而不会耗尽的时间至关重要。我们将还谈论其他纹理噪声和着色器一般情况下,没有它我们将不能产生 photoreal 的结果。最后,我们将学习有关散射和查看个别的灯的影响在不同的图像,使用与调试和更重要的是以后,合成。

102 万

在动力学第四,我们涵盖了方案的粉尘或烟雾/蒸汽/魔术最常见于生产工作 — — 破坏。我们开始与基本压裂和刚体仿真,以及二次粒子模拟。从这些我们可以动态源卷成我们烟 sim 压裂网格本身的特色。先进的工作流迅速碰撞,准确采购和烦恼语言属性操作详细介绍。