CGCircuit – Applied Houdini Dynamics Volumes 5

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Applied Houdini 是由 Steven Knipping 创建的以生产质量为导向的系列,他目前是 Lucasfilm 工业光魔公司(星球大战:原力觉醒、复仇者联盟:奥创纪元、明日世界)的高级刚体破坏 / FX 技术总监。受益于经过生产验证的工作流程,同时深入了解事情的运作方式。最重要的是 – 每个视频都塞满了实际信息和脚注,而不是无端的谈话和死角。

在 Dynamics I 中,我们将直接进入并处理汽化猪头的模拟。我们从模拟基础开始,例如生成初始体积以及域、向量和体素究竟是什么。从那里我们用一些力建立一个基本的模拟,缓存它,并渲染它。还将讨论包括最佳 UI 组织和基本工作流程设置在内的技巧和窍门。

在 Dynamics II 中,我们将立即超越基础知识。不是从静态体积开始,我们将动态地将湍流密度和速度引入我们的模拟中。从那里我们将使用各种微求解器控制我们的模拟,包括湍流、扰动和扩散,甚至将这些的倍数组合在一起以获得更高级的效果。最后,我们将讨论力、散度和涡度对事物形状的影响。与往常一样,面向生产的技术将被优先考虑,我什至会分享一些我最喜欢的技巧和窍门,以更快、更有效地获得高质量的结果!

在 Dynamics III 中,我们将准确定位您需要了解哪些 Mantra、灯光和着色器设置,以便生成快速、高质量的渲染。能够在获得大量时间节省的同时牺牲最低质量对于在开发过程中快速迭代镜头至关重要,然后在完成后切换到制作出色的图像而不会耗尽时间。我们还将总体上讨论静止纹理噪声和着色器,否则我们将无法产生照片级的结果。最后,我们将学习散射和查看不同图像中单个灯光的效果,以用于调试,更重要的是稍后用于合成。

在 Dynamics IV 中,我们涵盖了生产工作中最常见的灰尘/烟雾/蒸汽/魔法场景——破坏。我们从基本的断裂和刚体模拟以及二次粒子模拟开始。从这些中,我们可以动态地将体积输入到我们的烟雾模拟中,并具有破裂网格本身的特征。详细介绍了快速碰撞、准确来源和 VEX 语言属性操作的高级工作流程。

Duration 6h 34m MP4

Title: CGCircuit – Applied Houdini Dynamics Volumes 5

Info:
Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm’s Industrial Light & Magic (Star Wars: The Force Awakens, Avengers: Age of Ultron, Tomorrowland). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all – each video is crammed with actual information and footnotes instead of gratuitous talking and dead space.
77m
In Dynamics I, we will jump right in and tackle a simulation of a vaporizing pig’s head. We start with simulation fundamentals such as generating initial volumes as well as what exactly domains, vectors, and voxels are. From there we set up a basic simulation with a few forces, cache it, and render it. Tips and tricks including optimal UI organization and a bare bones workflow setup will also be discussed.
98m
In Dynamics II, we will immediately move beyond the basics. Rather than start from a static volume, we will dynamically source turbulent density and velocity into our simulation. From there we will control our simulation with a variety of microsolvers including turbulence, disturbance, and diffusion, and even combine multiples of these together for even more advanced effects. Finally, we will talk about the effects that forces, divergence, and vorticity will have on the shape of things. As always, production oriented techniques will take priority and I’ll even share a few of my favorite tips and tricks to achieve quality results faster and more efficiently!
117m
In Dynamics III, we will target exactly which Mantra, light, and shader settings you will need to know about in order to produce quick, hi quality renders. Being able to sacrifice minimal quality while gaining massive time savings will be critical to iterating quickly on shots through development, and then switching over to making a great image when you’re done without running out of time. We will also talk about rest texture noise and the shader in general, without which we will not be able to produce photoreal results. Finally, we will learn about scattering and viewing the effects of individual lights in different images, for use with debugging and more importantly later, compositing.

102m
In Dynamics IV, we cover the scenarios for dust/smoke/steam/magic most often found in production work – destruction. We begin with basic fracturing and rigid body simulation, as well as secondary particle simulation. From these we can dynamically source volumes into our smoke sim with characteristics of the fracturing mesh itself. Advanced workflows for speedy collisions, accurate sourcing, and VEX language attribute manipulation are covered in detail.

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