程序-火焰-因果报应XPU

你会学到什么
程序几何图形和动画
VEX编码
烟火和流行模拟
Karma XPU渲染

MP4 |视频:h264,1280×720 |音频:AAC,44.1 KHz
语言:英语|大小解压后:17.4 GB 含课程文件 |时长:37小时58分钟

要求
课程的目标是一个中级水平的Houdini艺术家
学生必须对VEX编码和DOP结构有很强的基本理解
需要Houdini 19.0.498+来支持Karma XPU
建议使用ACES 1.0.3 OpenColorIO

描述
本课程包含8章,在每一章中,我们将涵盖一个或几个与我们的教程相关的任务,所有的设置都将从头开始,记录材料的总量为38小时第一章-在第一章中,我们将创建静态几何图形,地板和讲台。主要是我们要做程序建模,将发挥位置噪声,模式创建和实例化。第2章-在这一章中,我们继续添加场景元素,但是这一次它们需要额外的程序动画或转换。第三章——正如我们已经完成的静态几何,我们可以跳到完全动态的元素。本章将介绍程序性项目符号和带有自定义体积聚类技术的项目符号轨迹。第4章-在这一章中,我们将讨论几种程序体积成形、温度和运动模糊控制、循环动画和形态变化的技术。第5章-自定义程序火花,完全艺术控制的形状和运动,以及支持烟火元素将在这一章中创建。第6章-如果没有一个抽象的程序几何和酷的运动。在这一章,我们将创建这个元素以及独特的英雄子弹形状。第7章-我们的最后一个元素将是爆炸。我们将创建一个复杂的,灵活的轨迹类型爆炸的设置,将潜入DOP网络和微溶剂来精确控制我们的模拟,将为最终的烟雾转换添加额外的自定义力。第8章-所有元素完成后,我们准备开始照明我们的场景。Karma XPU将是本章的重点,也是新的着色器和新引擎的工作方式。

Procedural – Pyro – Karma XPU

What you’ll learn
Procedural geometry and animation
VEX coding
Pyro and POP simulation
Karma XPU render
Requirements
Lessons aim to an intermediate level Houdini artist
A student must have a strong basic understanding of VEX coding and DOP structure
Houdini 19.0.498+ required to support Karma XPU
ACES 1.0.3 OpenColorIO recommended
Description
The course contains 8 chapters, in every chapter, we are going to cover one or several related tasks of our tutorial, all setups will be done from a scratch and total amount of recorded material is 38 hoursChapter 1 – In the first chapter, we are going to create out static geometry, floor and podium. Mainly we are going to do procedural modeling, will play with position noises, pattern creation and instancing.Chapter 2 – In this chapter, we continue adding elements of our scene, but this time they required extra procedural animation or transformation.Chapter 3- As we have done already with our static geometry, we can jump into fully dynamic elements. Procedural bullets and bullets trail with custom volumetric clustering technique, will be covered in this chapter.Chapter 4 – In this chapter, we are going to cover several techniques of procedural volume shaping, temperature and motion blur control, cycle animation and form variations.Chapter 5 – Custom procedural sparks, with full artistic control of shape and motion as well as supporting pyro elements will be created in this chapter.Chapter 6 – This tutorial will not complete without an abstract procedural geometry with cool motion. In this chapter, we are going to create this element as well as unique hero bullet shape.Chapter 7 – Our last element will be an explosion. We will create a complex, flexible setup for trail type explosion, will dive into DOP network and microsolvers for a precise control of our simulation, will add extra custom forces for a final smoke transformation.Chapter 8 – Ones all elelments done, we are ready to start lighting our scene. Karma XPU will be the key of this chapter as well as new shaders and ways to work with new engine.

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