Release date:2021

Author:Saber Jlassi

Skill level:Beginner

Language:English

Exercise files:Yes

Houdini has become the go-to tool in the FX industry

. Whoever wields its power is unstoppable!

The only downside is, Houdini can be difficult to learn and the learning curve can be steep.

This is where Introduction to Houdini FX comes in. We will build upon your fundamental Houdini skills to become an unstoppable force of nature!

Inspiring VFX Courses

for Modern FX Artists.

Real-world VFX courses and coaching.

Learn, share and grow together.

Learn the FX techniques and pipelines used at the world’s most successful studios.

Explore the latest VFX trends and techniques with up-to-date courses covering the latest software releases.

Accelerate your FX career with courses designed to help artists learn FX techniques as quickly as possible.

Land your dream job by gaining the skills you need to stand out from the crowd.

Learn at your own pace. No Zoom links or live sessions.

This is your opportunity to grow your skills and achieve your VFX goals.
Table of Contents

Week 01 | HOUDINI

• Introduction to Houdini 18.

• Workflow And Tools.

• Wedging and iteration.

• Hardware & Software.

• Crafting FX workflow.

Week 02 | ALL ABOUT POPS

Intro to pops

An introduction to Designing FX

Timing & Layering

Create a simple procedural system that uses path finding to create various particles streams

Create various FX elements using POPs

Particles Caching and optimization

NEW: FX Energy design and prototyping the look

NEW: Simulation setup

NEW: Guiding particles and creating intelligent paths and Colliders

NEW: Shockwave design, approach and execution

Week 03 | VOLUMES

Intro to Houdini volumes and vdb manipulation.

Intro to Dops and smoke solver

Create various smoke elements to enhance all the particles FX created week 2

Volume caching and optimization

NEW: Creating magical explosion

NEW: Adding more FX layers to the shockwave

NEW: Using smoke simulation to enhance particle simulation

Week 04 | RENDERING

Intro to mantra

Intro to shading in mantra

Shading all the particles FX previously created

Rendering the environment and setting up all the passes need to render our particles FX

Intro to cops in Houdini

NEW: Buildings, streets and environment rendering

NEW: Initial particle rendering

NEW: Introduction To Compositing

Week 05 | RBD

Intro to Bullets and constraints

Fracturing using voronoi and boolean

What is convex decomposition

Edge displacement and high-res interior

Create the constraint

Simulate the rbd

Caching the rbd and optimisation

Setup a workflow for using lowres/higer geometry for simulation vs rendering

NEW: Houdini 16/17 and 18 and how to transition

NEW: When to use sop level solvers vs dop level solvers

NEW: Creating the building destruction setup

NEW: Building destruction setup and tweaking

Week 01 01_intro 02_houdini18 03_updates 04_houdini_versions 05_proceduralism 06_houdini_structure 07_houdini_interface 08_houdini_data 09_houdini_maya_3dsmax 10_manipulating_geometry 11_myth_about_proceduralism 12_procedural_example 13_square_to_circle 14_animated_curve 15_portal_procedural 16_nurbs_tricks 18_timing 19_hardware 20_assignment 21_movingforward

Week 02 01_intro 02_week2_content_explained 03_guide 04_vex_and_numbers 05_math_intro 07_particle_flow 08_statue_prep 09_curves_setup 10_improve_emisison 12_better_paths 13_switching_system 14_meteor_trail 15_impact 17_review 18_portal_circle 19_custom_attraction 20_portal_circle_part2 21_adding_curve_id 22_post_processing 23_advanced_attraction 24_advanced_curve_expansion 25_advanced_curve_expansion_part2 26_assignment 27_building_fx_project

Week 03 00_intro 01_volumes 02_vdb 03_volume_noise 04_smoke_sim_part1 05_adding_velocity 06_SDF 07_advanced_emission 08_fast_moving_object 09_velcotiy_field 10_custom_point_advection 11_smoke_sim_portal 12_advecting_particles 13_rolling_dust_idea 14_assignment 15_new_content 16_magic_particles_overview 17_constructing_the_magic_part1 18_constructing_the_magic_part2 19_constructing_the_magic_part3 20_custom_advect_by_volumes

Week 04 01_intro 02_mat_context 03_mantra 04_custom_shader_part1 05_custom_shader_part2 07_translucent_look 08_translucent_look_part2 10_portal_shading_look1_part2 11_portal_shading_look3_secret 12_raytraced_look 13_cables_prepp 14_cables_part2 16_cables_collision 17_wire_sim 18_animated_lights 19_lighting_cables_scene 20_compositing 21_assignment 22_building_project 23_lighting_for_fx 24_aovs_and_mantra 25_initial_setup 26_lighting_streets 27_building_lights_part1 28_aces 29_building_lights_part2 30_review_and_gi 31_highres_settings_review 32_particles_shading 33_particles_shading_illum 34_compositing 35_few_tweaks 36_building_fx_assignment

Week 05 00_intro 01_destruction_workflow_explained 02_geo_prep 03_constraints 04_pin 05_environment_destruction_part1 06_environment_destruction_part2 07_environment_destruction_part3 08_environment_destruction_part4 09_wood_and_highres_interior 10_assignment 11_intro_building_destruction 12_fracturing 13_bullet_sops 14_challenges_and_overview 15_building_fracture_and_rbd 16_building_constraints 17_rbd_bullet_solver 18_building_geometry_and_fracturing 19_building_fx_assignment

[Rebelway] Intro to Houdiny 18 for FX (Week 1-5, Updated).7z [Rebelway] Intro to Houdiny 18 for FX (Week 1-5, Updated)_Subtitles.7z

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