
Houdini 高度字段有许多有用的节点,可以快速创建可在 Houdini 中使用或与置换贴图一起导出的逼真地形。您可以模拟喷发、隔离区域以产生水以及许多其他地形条件。本课程由 Charles Chorein 教授,将帮助您快速使用 Houdini 中的功能。
在没有任何上下文的情况下从头开始创建随机地形非常简单。匹配地形要复杂得多,本课程展示了如何使用已在多个生产项目中证明的方法来匹配参考图像。在课程结束时,您将对一些最有用的高度场节点有一个基本的了解,并能够创建地形。
第 1 课: BASE GEOMETRY
跳入高度场 SOP 网络,查看所有可用于创建基础几何的节点。探索用于生成各种地形的不同类型的噪声,并使用各种参数来匹配我们的参考。合并几种类型的噪音以增加山形的复杂性。
第 2 课:学习节点,第 1 部分
使用视觉上有趣的东西,我们将使用 HeightField Project 节点将特定对象集成到山中。HeightField Erode 节点在开始时可能有点吓人,本课程旨在揭开该工具的神秘面纱。我们将把地形提升到照片写实的下一个层次,尝试重现数千年来山区的自然侵蚀和变化。
第 3 课:学习节点,第 2 部分
进一步使用 HeightField Erode 节点,我们调整了山的形状,花时间探索和测试不同的结果。到目前为止,为了增加我们工作的线性方面的复杂性,我们使用遮罩工具来增加复杂性以及分散一个简单的对象以更接近我们的最终图像。
第 4 课:转换几何
Houdini 中的高度字段仅存在于 Houdini 中,如果您想在另一个 3D 软件包中使用它,您需要将其转换为多边形几何图形。我们将讨论如何在这个类中以两种不同的方式转换高度场。第一种方法是将其转换为没有 UV 或贴图的多边形。对于第二种方法,您将学习如何使用 UV 和置换贴图导出所有内容,以便能够在另一个软件应用程序中重新连接所有内容。
第 5 课:样式表
探索 Houdini 强大的样式表以在单个几何体上分配不同的着色器,提供一个真实的生产案例研究,在生产过程中实现调整和灵活性。
Duration 1h 59m Project Files Included MP4
Title: FXPHD – HOU115 – Height Fields in Houdini, Part 1
Info:
Houdini height fields have many useful nodes to be able to quickly create a realistic terrain which can be use in Houdini or exported with a displacement map. You can simulation eruption, isolate areas to create water, and many other terrain conditions. This course, taught by Charles Chorein, will get you up to speed on using the features in Houdini.
Creating a random terrain from scratch without any context can be quite straightforward. Matching a terrain is much more complex and this course shows how to match a reference image using methodology that has been proven in multiple projects in production. By the end of the course, you’ll have a base understanding of some of the most useful height field nodes and be able to create a terrain.
CLASS 1: BASE GEOMETRY
A jump into the height field SOP network with with a look at all nodes available to create the base geometry. An exploration of the different type of noise used to generate all sorts of terrain and using a variety of parameters to match our reference. Merging a few types of noise to add complexity to the shape of the mountain.
CLASS 2: LEARNING THE NODES, PART 1
Working with something that’s visually interesting, we’ll use the HeightField Project node to integrate a specific object inside the mountain. The HeightField Erode node can be a little bit intimidating at the start and this class aims to demystify the tool. We’ll take the terrain to the next level of photorealism, experimenting to recreate the natural erosion and changes in the mountain over thousands of years.
CLASS 3: LEARNING THE NODES, PART 2
Working further with the HeightField Erode node we adjust the shape of the mountain, taking time to explore and test different outcomes. In order to add complexity to the linear aspect of our work so far, we use the mask tools to add complexity as well as scatter a simple object to get closer to our final image.
CLASS 4: CONVERTING GEOMETRY
Height fields in Houdini live only in Houdini and if you want to use it in another 3D software package, you’ll need to convert it into polygon geometry. We will over how to convert the height field two different ways in this class. The first method will be to convert it into polygons without UVs or maps. For the second method, you will learn how to export everything with UVs and displacement maps in order to be able to reconnect everything in another software app.
CLASS 5: STYLESHEET
An exploration of Houdini’s powerful stylesheets to assign different shaders on a single geometry, providing a real production case study which enables adjustments and flexibility during a production.
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