Release date:2021, December 26

Author:David CGMK

Skill level:Beginner

Language:English

Exercise files:Yes

Description

In this online course, the viewer will learn about Particles in Houdini while creating energy FX that will it interact with a character.

The course will start by preparing the character mesh for particle interaction. We’ll then move on to creating the main source of the blast with all the necessary attributes to generate a nice energy blast with POPs. After that, we’ll work on adding radial blast waves using FLIP. The third layer of the final effect will be another POP sim where we’ll have the energy blast envelop the character. We’ll finalize with some extra FX layer of electric arches and some sparks. Finally, we’ll bring everything together with a mix of render techniques but focusing on the super-fast Redshift.

Along the way, we’ll be exploring some of the brand new Houdini 19.0 amazing updates while learning many tips and tricks to work efficiently and get amazing results.

This course has been designed for beginner-intermediate users so I expect you’re already familiar with the essentials of Houdini. The complexity of the topics and assignments will start fairly simple but get progressively more complex throughout the course.

After viewing this course, people can expect to feel confident while creating complex Particle FX with Houdini using some advanced techniques and also rendering those FXs with Redshift and Karma in Solaris.

Main Takeaways:

Optimizing animated geometry caches for Particle simulations Simulating Particle FX with POPs Simulating Particle FX with FLIP Wedging in Houdini 19.0 Controlling Particles movement and behavior Creating custom velocity fields for particle advection Combining multiple “simple” FXs to build a more complex and interesting result Custom “electric” arches/lightning with Particles Using Houdini 19.0 Simulated Sparks Rendering with Redshift Shading Particles for energy FX Lighting with Particles Lighting and Rendering with Karma in Solaris Splitting the FX into multiple render passes for total control in Compositing

Course Structure: Chapter 1 We’ll start by doing a quick overview of the start scene that was used for the promotional video of the course. Next, we’ll make sure we have a Robot mesh prepared for properly interacting with the Particles. Finally, we’ll work on our main energy blast making use of a POP network, with POP Forces, advection volumes and more.

Chapter 2 We’ll go through the process of creating radial blast waves using FLIPs combined with some POP elements that will allow us to control and shape the effect as we want.

Chapter 3 We’ll work on our third FX layer consisting of a part of the energy effect enveloping the character. We’ll be using some advanced particle advection and custom Forces to control how the particles behave.

Chapter 4 We’ll develop two more layers for the final effect: Electricity Arches and Sparks. We’ll use POPs and a custom system for pairing points and creating the electric arches traveling through our character’s body. These will occasionally generate Sparks that we’ll base on the new Houdini 19.0 quick setup and some customization.

Chapter 5 Finalizing the energy blast’s look will be accomplished in the final chapter by rendering all the different FX layers in Redshift.

Chapter 6 We’ll explore shading, lighting and rendering with Karma in Solaris.

01. The Main Blast

01. Starting_File_Walkthrough_2.1 01. Starting_File_Walkthrough_2 02. Starting_the_Blast 03. Processing Robot Mesh 04. Adding Color to the Source 05. Adding Velocity 06. Speed and Direction Variation 07. Particle Simulation with Collision 08. Pop Fluid.1 08. Pop Fluid 09. Wedging Neighbours Size 10. POP Attract 11. Review First Flipbooks 12. Creating a Velocity Visualizer HDA.1 12. Creating a Velocity Visualizer HDA.2 12. Creating a Velocity Visualizer HDA 13. Advecting the Particles 14. Some Tweaks 15. Advanced Advection Volume 16. Advecting Volume Spline 17. High Res_Low Res Presets 18. Fine Tuning the Blast

02. Radial Blast Waves

01. Starting the Radial Blast 02. Setting up the FLIP network 03. Controlling the shape of the sim 04. First FLIP tests 05. Tweaking the Radial Blasts

03. Revolving Energy

01. Preparing the Growth Algorithm 02. The Growth Algorithm 03. Final Tweaks on the Growth 04. Starting the Revolve POP Network 05. Starting the Revolve Advection Volume 06. Revolve Advanced Advection Volume 07. First Revolve Tests 08. Reviewing High Res Test 09. Fixing Stepping and Final Simulation

04. Electricity and Sparks

01. Starting the Electric Arches 02. Cross Products 03. Creating the Pairs 04. Making dancing Pairs 05. From Points to Arches 06. Electric Noise 07. Sparks Seeds 08. Let there be Sparks

05. Rendering the FX in Redshift

01. Final Tweaks and High Res Simulation 02. File Structure and First Render 03. Rendering Particles 04. Shading the Blast 05. Introducing Exceptions 06. Blast Final Settings and Matte Robot 07. Light Instancing from Particles 08. Finalizing Lights from Particles 09. Rendering the Electric Arches and Light Groups 10. Rendering the Sparks 11. Robot Final Render Setup 12. Final Render Setup for Remaining Passes 13. Compositing in Natron with ACEScg 14. Tweaks in Comp and Exporting 15. Final Result and Closing Thoughts

[CGCircuit] Houdini Elements – Particles FX.7z [CGCircuit] Houdini Elements – Particles FX_Subtitles.7z

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