
通过电影、动画和游戏电影的环境通才 TD Wojtek Piwowarczyk 的研讨会,学习使用 Arnold 创建逼真的程序着色器并利用 Houdini 的程序性质。
在 8.5 小时的课程中,Wojtek 展示了他个人在制作中使用的技术收藏,并在为各种娱乐项目创造视觉效果的同时开发了数年。他不仅涵盖了创建程序着色器的详细方法,还讨论了如何充分利用 Houdini 的程序性质。您将学习多种从源几何体中提取信息以创建有效着色器的技术——并且因为它是程序性的,您将能够将它们应用于任何模型,甚至可以在未来的项目中完全或部分地重用它们。
Wojtek 本次研讨会的最终目标是为观众提供程序着色的坚实基础和对表面外观发展的理解。他演示的构建着色器的强大方法是通用的技术,无论软件如何,都将保持有用,这意味着您的技能将在不断发展的计算机图形世界中保持相关性。通过完成本次研讨会,您应该有信心为任何项目创建任何类型的表面。
ZBrush 和 Photoshop 也作为工作流程的一部分在本次研讨会中使用。项目文件包括一个完整的 Houdini 场景,其中包含最终处理的对象、照明和着色器以帮助学习,以及教程中介绍的所有步骤和着色技术的细分。该软件包还包含相关对象的 3D 模型、ZBrush 文件和烘焙置换纹理以及所用 Megascans 纹理的代理。这个完整的集合允许您从教程中重新创建场景,并将作为您自己的外观开发实验的基础。
使用软件:ZBrush Houdini Arnold
Duration 8h 30m Project Files Included MP4
Title: The Gnomon Workshop – Procedural Shading Techniques For Houdini & Arnold
Info:
Learn to create photorealistic procedural shaders with Arnold and take advantage of the procedural nature of Houdini with this workshop by Wojtek Piwowarczyk, Environment Generalist TD for film, animation, and game cinematics.
During the course of 8.5 hours, Wojtek reveals his personal collection of techniques used in production and developed over several years while creating visual effects for a variety of entertainment projects. He covers not only detailed methods for creating procedural shaders but also discusses how Houdini’s procedural nature can be used to full effect. You’ll learn several techniques for extracting information from source geometry to create effective shaders — and because it’s procedural, you’ll be able to apply them to any models, and even reuse them entirely, or in parts, on future projects.
Wojtek’s ultimate goal for this workshop is to give viewers a solid foundation for procedural shading and an understanding of look development for surfaces. The robust methods he demonstrates for building shaders are techniques that are universal and will remain useful regardless of software, meaning your skills will stay relevant in the ever-evolving world of computer graphics. By completing this workshop, you should have developed the confidence to create any type of surface for any project.
ZBrush and Photoshop are also used in this workshop as part of the workflow. Project files include a complete Houdini scene with final processed objects, lighting, and shaders to assist with learning, as well as a breakdown of all the steps and shading techniques presented in the tutorial. The package also contains 3D models, ZBrush files, and baked displacement textures for relevant objects plus proxies for the Megascans textures used. This complete set allows you to recreate the scene from the tutorial and will serve as a base for your own look-development experiments.
Software Used: ZBrush Houdini Arnold
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