Release date:2022, April

Author:fxforfun

Skill level:Beginner

Language:English

Exercise files:Yes

Oh, Hi Mark

This tutorial provides an enormous amount of information for a Houdini artist.

We will have a fun ride through many different tasks, will start with procedural modeling of static and dynamic objects. Then we will jump into fully procedural geometry and simulations, will play with polygons, curves and volumetrics. Big part of this tutorial will be about an explosion, we will create complex but flexible setup for a trail type explosion, with a precise control of sourcing, velocity shaping and animation with custom forces. The final part of the tutorial will be about a new Karma XPU render, we will see what this render engine can do in current stage, how to work with new shaders, what limitations and ways to cheat.

Details The tutorial 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 hours.

Chapter 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.

This tutorial aims to houdini artists who would like to learn new techniques in procedural creation of geometry, volumetric, animation, complex pyro simulation and meet closer with a new Karma XPU render engine.

Subject 071 – Chapter I Subject 071 – I.01 – Podium-008 Subject 071 – I.02 – Floor-017

Subject 071 – Chapter II Subject 071 – II.01 – Gun Subject 071 – II.02 – Aim-014 Subject 071 – II.03 – Rough assembly

Subject 071 – Chapter III Subject 071 – III.01 – Bullets-022 Subject 071 – III.02 – Bullets trail-020

Subject 071 – Chapter IV Subject 071 – IV.01 – Muzzle flash-004

Subject 071 – Chapter V Subject 071 – V.01 – Sparks base-011 Subject 071 – V.02 – Sparks stars-012 Subject 071 – V.03 – Sparks shape-009 Subject 071 – V.04 – Sparks smoke

Subject 071 – Chapter VI Subject 071 – VI.01 – Field-006 Subject 071 – VI.02 – Hero field Subject 071 – VI.03 – Hero bullet-002

Subject 071 – Chapter VII Subject 071 – VII.01 Explosion points-005 Subject 071 – VII.02 Explosion source-021 Subject 071 – VII.03 Explosion DOP-003 Subject 071 – VII.04 Explosion inverse-016

Subject 071 – Chapter VIII Subject 071 – VIII.01 Final assembly Subject 071 – VIII.02 Light _ floor-024 Subject 071 – VIII.03 Podium _ holder-019 Subject 071 – VIII.04 Gun _ aim-007 Subject 071 – VIII.05 Bullet, sparks, field-018 Subject 071 – VIII.06 Muzzle _ explosion-023 Subject 071 – VIII.07 Quality check Intro [SideFX] FFF – Houdini Subject 071.7z [SideFX] FFF – Houdini Subject 071_Subtitles.7z

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