
本课程包含 8 章,在每一章中,我们将涵盖我们教程的一个或几个相关任务,所有设置将从头开始完成,录制材料总量为 38 小时第 1 章 – 在第一章中,我们是将创建静态几何图形、地板和讲台。主要是我们要做程序化建模,将玩位置噪声、模式创建和实例化。第 2 章 – 在本章中,我们继续添加场景的元素,但这次它们需要额外的程序动画或转换。 第 3 章 – 作为我们已经完成了静态几何,我们可以跳入完全动态的元素。
本章将介绍具有自定义体积聚类技术的程序子弹和子弹轨迹。第 4 章 – 在本章中,我们将介绍程序体积整形、温度和运动模糊控制、循环动画和形状变化的几种技术。 5 – 自定义程序火花,具有对形状和运动的完全艺术控制以及支持 pyro 元素将在本章中创建。第 6 章 – 如果没有具有酷运动的抽象程序几何体,本教程将无法完成。在本章中,我们将创建这个元素以及独特的英雄子弹形状。第 7 章 – 我们的最后一个元素将是爆炸。
我们将为轨迹类型爆炸创建一个复杂、灵活的设置,将深入研究 DOP 网络和微解算器以精确控制我们的模拟,将为最终的烟雾转换添加额外的自定义力。第 8 章 – 完成所有元素,我们准备好了开始照亮我们的场景。Karma XPU 将是本章的重点,还有新的着色器和使用新引擎的方法。
Published 8/2022
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 17.46 GB | Duration: 37h 58m
Procedural – Pyro – Karma XPU
What you’ll learn
Procedural geometry and animation
VEX coding
Pyro and POP simulation
Karma XPU render
Requirements
Lessons aim to an intermediate level Houdini artist
A student must have a strong basic understanding of VEX coding and DOP structure
Houdini 19.0.498+ required to support Karma XPU
ACES 1.0.3 OpenColorIO recommended
Description
The course contains 8 chapters, in every chapter, we are going to cover one or several related tasks of our tutorial, all setups will be done from a scratch and total amount of recorded material is 38 hoursChapter 1 – In the first chapter, we are going to create out static geometry, floor and podium. Mainly we are going to do procedural modeling, will play with position noises, pattern creation and instancing.Chapter 2 – In this chapter, we continue adding elements of our scene, but this time they required extra procedural animation or transformation.Chapter 3- As we have done already with our static geometry, we can jump into fully dynamic elements.
Procedural bullets and bullets trail with custom volumetric clustering technique, will be covered in this chapter.Chapter 4 – In this chapter, we are going to cover several techniques of procedural volume shaping, temperature and motion blur control, cycle animation and form variations.Chapter 5 – Custom procedural sparks, with full artistic control of shape and motion as well as supporting pyro elements will be created in this chapter.Chapter 6 – This tutorial will not complete without an abstract procedural geometry with cool motion. In this chapter, we are going to create this element as well as unique hero bullet shape.Chapter 7 – Our last element will be an explosion.
We will create a complex, flexible setup for trail type explosion, will dive into DOP network and microsolvers for a precise control of our simulation, will add extra custom forces for a final smoke transformation.Chapter 8 – Ones all elelments done, we are ready to start lighting our scene. Karma XPU will be the key of this chapter as well as new shaders and ways to work with new engine.

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