fxphd – Mastering Lighting and Rendering with Houdini’s Mantra

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将您的 FX 能力提升到一个新水平的最佳方法之一是掌握 Mantra,Houdini 的渲染引擎和业内最佳渲染解决方案之一。熟悉 Mantra 将使您能够渲染出一部电影可能给 Houdini 艺术家带来的最艰难的效果,并会讲照明语言,并将您的效果和镜头与最终合成无缝集成。

本课程将指导学生在探索 Houdini 相机和照明时了解渲染的基础知识。接下来,将探索三个以 FX 为中心的外观开发任务,为渲染奠定坚实的基础。这些示例将模仿在职 FX lookdev,这将提供剖析外观的经验,并提供一些工作室就绪的 FX 解决方案。它们将增加复杂性,并涵盖整个照明、渲染和合成场景。

安德鲁·洛厄尔 (Andrew Lowell) 是胡迪尼 (Houdini) FX 艺术家,参与过许多电影,跨越多年、国家和工作室。他是一位永远的通才,他的背景包括音乐和混音、合成和视频编辑,以及视觉特效业务中的所有通才技能;总是承担生产中最困难和最奇怪的 FX 任务。他还是一位经验丰富的 Houdini 教育家和作家,并开发了许多不同的方法来有效地向学生和专业人士教授 Houdini。

课程纲要

第1课
真言基础。本课程将介绍一些基础知识。将涵盖软件基础知识,例如如何在 Houdini 中设置相机、灯光和渲染,以及工作流程和美学基础知识,例如各种镜头和工作方法的需求,以及何时作为 Houdini FX 艺术家进行调用渲染你自己的元素。

第 2 课
关于运动模糊和相机。这里将深入介绍运动模糊。运动模糊是渲染工作流中最敏感的问题之一。它必须既正确又不易察觉;有时甚至被骗。在这里,我们将介绍从不同的生产和技术场景中收集的各种运动模糊实践。

第3课

FX 中的照明。照明是任何好看的元素和渲染的关键。本课程探讨照明类型、阴影类型以及使用它们的各种应用和技术。

第 4 课
项目 1,Sparks。拥有漂亮的火花可以补充任何破坏任务。在这里,我们构建了一个类似于变形金刚 3 中制作的火花系统。这将解决诸如如何渲染场景中的运动模糊和粒子渲染等问题。

第 5 课
项目 1,Sparks 继续。这个类从上一个类中生成我们的 spark 系统的渲染结果,并深入研究最终合成和渲染 FX 交互照明通道。

第6课
项目 2,灰尘和烟雾渲染。渲染灰尘是 Houdini FX 艺术家将执行的最常见任务之一。在这里,我们致力于构建一个简单的灰尘着色器和 rgb 照明以及将 aov(任意输出变量)层传递给合成。

第7课
项目 2,灰尘和烟雾渲染继续。此类生成最终的灰尘渲染,并探索 Mantra 的延迟加载和点实例化功能,这些功能可以显着提高任何渲染任务的效率。

第 8课
项目 3,魔法效果和合成集成第 1 部分。这个由三部分组成的项目涉及特斯拉线圈的全新外观开发。通常,Houdini 艺术家的任务是创建效果,例如照明、神奇光束或各种其他类型的抽象外观开发,这些开发模糊了几何、动画、照明、渲染和合成等各种元素之间的界限。我们探索如何以有组织的方式处理和设置这些任务,并从几何和动画组件开始。

第 9 课
项目 3,魔法效果和合成集成第 2 部分。该课程在此探索渲染技术并将各种几何属性传递给最终渲染和合成。

第 10 课
项目 3,魔法效果和合成集成第 3 部分。我们将完成最终的深度合成集成,以及各种特殊照明技术,例如几何照明,以匹配我们在 3D 和合成中的外观。

fxphd – Mastering Lighting and Rendering with Houdini’s Mantra
English | July 2013 | mp4 | H264 1440×900 | AAC 2 ch | 6 hrs 38 min | 3.38 GB
eLearning | Course Number: HOU208

One of the best ways to step your FX abilities up to the next level is to master Mantra, Houdini’s rendering engine and one of the best rendering solutions in the industry. Familiarity with Mantra will allow you to render the toughest effects a film can throw at the Houdini artist, as well as speak the language of lighting, and seamlessly integrate your effects and shots with final compositing.

This course will guide the student through the very basics of rendering in an exploration of Houdini cameras and lighting. Next, Three FX centric look-development tasks will be explored to build solid foundations with rendering. The examples will mimic on-the-job FX lookdev, which will impart experience dissecting a look and give a few studio ready FX solutions as well. They will increase in complexity and range a full gamut of lighting, rendering, and compositing scenarios.

Andrew Lowell is a Houdini FX artist on numerous films, spanning several years, countries, and studios. He’s a perpetual generalist and his background includes music and mixing, compositing and video editing, and every generalist skill set in the vfx business; always taking on the hardest and weirdest FX tasks in production. He’s also an experienced Houdini educator and author, and has developed many different methodologies for effectively teaching Houdini to both students and professionals.
course syllabus

Class 1
Mantra basics. This class will go through some of the basics. Software basics, such as how to set up cameras, lights, and renders within Houdini will be covered, as well as workflow and aesthetic basics such as the needs for various shots and working methods, and when to make the call as a Houdini FX artist to render your own elements.

Class 2
All about motion blur and cameras. Here motion blur will be covered in depth. Motion blur is one of the most sensitive issues of a rendering workflow. It has to be both correct, and unnoticeable; sometimes even tricked. Here we go through various motion blur practices gathered from different production and technical scenarios.

Class 3
Lighting in FX. Lighting is the key to any good looking element and render. This class explores lighting types, shadow types, and the various applications and techniques to use them.

Class 4
Project 1, Sparks. Having great looking sparks can complement any destruction task. Here we construct a spark system similar to the one made in Transformers 3. This will address issues such as how to render in-scene motion blur, and particle rendering.

Class 5
Project 1, Sparks Continued. This class produces the rendered results of our spark system from the previous class, as well as dives into final compositing and rendering FX interaction lighting passes.

Class 6
Project 2, Dust and Smoke rendering. Rendering dust is one of the most common tasks a Houdini FX artist will undertake. Here we work on constructing a simple dust shader, and rgb lighting as well as passing aov (arbitrary output variables) layers to compositing.

Class 7
Project 2, Dust and Smoke Rendering continued. This class produces the final dust renders, and explore Mantra’s delayed load and point instancing functionality which can drastically improve any rendering task’s efficiency.

Class 8
Project 3, Magical Effects and Compositing Integration part 1. This three part project involves ground-up look development of a tesla coil. Often Houdini artists are tasked with creating effects such as lighting, magical beams, or various other kinds of abstract look development which blur the lines between the various elements of geometry, animation, lighting, rendering, and compositing. We explore how to approach and set up these tasks in an organized way, and start on the geometry and animation components.

Class 9
Project 3, Magical Effects and Compositing Integration part 2. Here the class explores rendering techniques and passing various geometry attributes to final renders and compositing.

Class 10
Project 3, Magical Effects and Compositing Integration part 3. We go through final deep compositing integration, as well as various specialty lighting techniques such as geometry lighting to match our look both in 3D and in Compositing.

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