本课程由 Liam Whitehouse 讲授,介绍如何为中世纪欧洲战争场景中被摧毁的木制攻城塔创建详细的火焰和烟雾烟火模拟效果。它详细介绍了 Houdini Pyro 工作流程,包括采购、创建烟火属性、模拟和调整模拟、使用烟火烘焙体积可视化模拟、设置材料和使用 Karma XPU 渲染烟火模拟。

它还涵盖了新的 Axiom GPU 稀疏解算器,这是一种非常快速且高效的模拟插件,可以显著减少 Houdini pyro fx 模拟的高细节模拟时间。会员还将学习如何在 Axiom 中设置来源、影响场、风、湍流、耗散、阴影和设置平流二次模拟,以创建精美细致的火焰和烟雾渲染,用于高端视觉效果镜头。

Liam Whitehouse 是一位澳大利亚高级视觉特效艺术家,自 2003 年以来一直从事 3D 行业。在过去的 21 年里,他参与过各种各样的项目,最近包括《糖豆人》中的环境、《海王 2》中的水下环境、《权力之戒》中的林顿森林、Disney Plus 上《猎鹰与冬日战士》的逼真峡谷环境、《哥斯拉大战金刚》的空心地球环境以及《阿凡达 2》中的摄影测量岩石。

课程时长:6小时9分钟 1920X1080 mp4 语言:英语+中英文字幕(云桥网络 Ai翻译)

Class 1: Introduction
An overview of the content covered in the course and how to carefully setup the correct matching version of Houdini, Axiom GPU pyro solver, Labs tools and Open Colour IO ACES colour management. This will ensure complete interoperation with all software for the simulation and rendering of all classes.

Class 2: Overview of different Pyro nodes and example setups
In Houdini there are many different nodes used for pyro simulation and setup. We cover key terminology and workflows including sourcing, setup of particles, pyro source attributes, rasterising particles, the pyro solver, adding noise and detail, enhancements, burn, visualising flames, caching to disk and pyro bake visualisation prior to rendering.

Class 3: Setting up detailed smoke pyro simulation and sourcing
This class covers the most important elements of pyro simulation by creating a detailed smoke simulation from scratch and then adding on all the elements step by step to learn how they work. We cover sourcing, setup of particle attributes, rasterizing particles to volumes, pyro simulation settings to create a detailed billowing smoke, by adjusting wind, turbulence, shredding and temperature, and finally a visualisation of the smoke using the pyro bake volume output.

Class 4: Setting up fire simulation with fast realistic movement
Tips and tricks to setup detailed, sharp, fast-moving fire which avoids a soft slow motion cgi fire appearance that is all too common in VFX. We look at how to setup quickly dissipating pyro as well as adjusting speed, sub-steps, and turbulence to create a realistic fire that can match real world reference footage. We also setup the temperature and falloff to create defined clear edges of the fire and connect it with Karma XPU pyro shaders in the final steps.

Class 5: Pyro material setup overview and rendering in Karma XPU
Once our fire and smoke is simulated and cached to disk we can read it into Solaris stage and setup our MaterialX pyro shaders onto our smoke and fire and add lights and a camera to render in KarmaXPU on our GPU. We will adjust our directional light, env lighting using HDRI’s to create different looks, and

Class 6: Intro to Axiom GPU Solver and integration with Pyro FX
Overview of Axiom which is an industry leading sparse GPU-accelerated volumetric fluid solver for visual effects that tightly integrates with the Houdini Pyro system. Introduction to creating a smoke simulation using axiom and various settings to generate detailed smoke.

Class 7: How to use sourcing and influencefields to affect simulations
As well as emitting detailed smoke and fire you can also use fields to affect the attributes of the axiom pyro simulation, including temperature, velocity, wind, pressure and fuel. We look at how to affect these parameters using influence fields and influence custom VDB objects.

Class 8: Sourcing the Axiom fire with noise for the siege tower
We create a sophisticated system for sourcing the fire onto surfaces and objects so that it has a hot and turbulent centre and cooler edges. We also setup an animated procedural noise to produce different scales and shapes of realistic flames for our simulation.

Class 9: Created fast moving, detailed fire
In this class we go through all the axiom simulation settings to create photoreal fire. This includes the sourcing settings, turbulence, disturbance and bouyancy as well as the scale and speed of noise and all other settings.

Class 10: Creating smoke simulation using advection from the fire simulation
After creating our photoreal high resolution fire, we next create separate smoke with a different resolution and a different speed which is advected by the fire. Because smoke is softer and also larger in volume and area, it can be advantageous to separate the smoke from the fire to create independent simulations which can be approved separately.

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