Release date:2021, April

Author:David Adan

Skill level:Beginner

Language:English

Exercise files:Yes

Course Description In this online course, you will go beyond the basics of using Houdini’s Flip solver to create not only very common water simulations like waterfalls, splashes and oceans, but you will also learn to use it in more creative ways, as in magic effects or snow and dust type effects, while working on several very detailed tutorials, including a huge building falling into the ocean and producing a huge splash.

Watch the bonus chapter 5 FOR FREE. Find out how to use the Flip solver in a more experimental and fun way, here we will make use of several pop nodes to create an abstract effect that can easily be scaled and combined with other forces and effects to create very interesting visuals.

After watching this tutorial, you can expect to be very comfortable creating water simulations in Houdini 18.5, not only for destruction effects but for almost all purposes. You will have a solid understanding not only of how to use the shelf tools but you will also be able to create your DOP Networks from scratch, and on the way, learn to optimize your files and look out for common pitfalls when creating effects in production.

01 Introduction 02 Basic DOP Network setup 03 Sourcing with SOP objects 04 Important Flip properties – Particle motion 05 Adding collision geometry 06 Setting up domain bounds 07 Adding drag with POP nodes 08 Adding initial velocities 09 Fluid Compress and caching 10 Meshing 11 Ocean Source 12 Basic properties and collisions 13 Adding drag and caching 14 Loading in the cache and review results 15 Whitewater workflow 16 Creating an Emit volume from scratch 17 The Whitewater source node 18 Setting up the Whitewater solver 19 The Whitewater States 20 Foam parameters 21 Using simple vex to control certain areas of the simulation 22 Caching the Whitewater 23 What is the Ocean Spectrum 24 Setting up the Ocean Spectrum 25 Wind and Amplitude parameters 26 Masking with volumes 27 Adding variation with Point Instancing 28 Flip abstract effect setup 29 Shapping the effect with a Curve Force 30 Adding color by speed 31 Project overview 32 Final scene overview 33 Prepare collision geometry 34 Setting up a Narrow band domain with the Flat Tank shelf tool 35 Setting up the main Flip simulation 36 Tweaking and Caching the main simulation 37 Review the final simulation 38 Meshing the main simulation 39 Adding detail to the mesh with an Ocean Spectrum 40 Setting up the Whitewater with shelf tools 41 Tweaking the Whitewater simulation 42 Caching the Whitewater 43 Optimize particle cache and visualize Whitewater states 44 Alpha and Density attributes for rendering 45 Setting up the Avalanche simulation 46 Avalanche final tweaks 47 Conclusion [CG Circuit] Total Destruction vol.5 – Water and Snow_Subtitles.7z

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