
在此在线课程中,观众将了解 Houdini 中的粒子,同时创建与角色交互的能量 FX。
本课程将从为粒子交互准备角色网格开始。然后,我们将继续创建具有所有必要属性的爆炸的主要来源,以使用 POP 产生良好的能量爆炸。之后,我们将使用 FLIP 添加径向冲击波。最终效果的第三层将是另一个 POP 模拟,我们将让能量爆炸包围角色。我们将完成一些额外的电子拱门和一些火花的 FX 层。最后,我们将通过混合渲染技术将所有内容结合在一起,但重点是超快的 Redshift。
在此过程中,我们将探索一些全新的 Houdini 19.0 惊人更新,同时学习许多高效工作并获得惊人结果的提示和技巧。
本课程专为初学者和中级用户设计,因此我希望您已经熟悉 Houdini 的基本知识。主题和作业的复杂性开始时相当简单,但在整个课程中会逐渐变得复杂。
观看本课程后,人们可以期待在使用一些先进技术使用 Houdini 创建复杂的粒子特效并在 Solaris 中使用 Redshift 和 Karma 渲染这些特效时充满信心。
主要内容
– 优化粒子模拟的动画几何缓存
– 使用 POP
模拟粒子特效 – 使用 FLIP 模拟粒子特效
– Houdini 19.0 中的楔入
– 控制粒子运动和行为
– 为粒子平流创建自定义速度场
– 组合多个“简单” FX 来构建更复杂和有趣的结果
– 使用粒子自定义“电动”拱门/闪电
– 使用 Houdini 19.0 模拟火花
– 使用 Redshift 渲染
– 为能量 FX 着色粒子
– 使用粒子
照明 – 在 Solaris 中使用 Karma 照明和渲染
– 将 FX 拆分为多个渲染通道以在合成中进行完全控制
课程结构
第 1 章
我们将首先快速概述用于课程宣传视频的开始场景。接下来,我们将确保我们已经准备好与粒子正确交互的机器人网格。最后,我们将利用 POP 网络、POP Forces、平流体积等来处理我们的主要能量爆炸。
第 2 章
我们将介绍使用 FLIP 和一些 POP 元素创建径向冲击波的过程,这将使我们能够根据需要控制和塑造效果。
第 3 章
我们将处理我们的第三个 FX 层,该层由包围角色的部分能量效果组成。我们将使用一些高级粒子平流和自定义力来控制粒子的行为方式。
第 4 章
我们将为最终效果再开发两层:电拱门和火花。我们将使用 POP 和自定义系统来配对点并创建穿过角色身体的电子拱门。这些偶尔会生成 Spark,我们将基于新的 Houdini 19.0 快速设置和一些自定义。
第 5 章
最终确定能量爆炸的外观将在最后一章通过在 Redshift 中渲染所有不同的 FX 层来完成。
第 6 章(缺失)
我们将探讨在 Solaris 中使用 Karma 进行着色、照明和渲染。
注意:第 6 章(缺失)
我们将探讨在 Solaris 中使用 Karma 进行着色、照明和渲染。
In this online course, the viewer will learn about Particles in Houdini while creating energy FX that will it interact with a character.
MP4 | Video: h264, yuv420p, 1280×720 | Audio: aac, 44100 Hz | Duration: 8h 54m | 6.43 GB
Genre: eLearning | Language: English
The course will start by preparing the character mesh for particle interaction. We’ll then move on to creating the main source of the blast with all the necessary attributes to generate a nice energy blast with POPs. After that, we’ll work on adding radial blast waves using FLIP. The third layer of the final effect will be another POP sim where we’ll have the energy blast envelop the character. We’ll finalize with some extra FX layer of electric arches and some sparks. Finally, we’ll bring everything together with a mix of render techniques but focusing on the super-fast Redshift.
Along the way, we’ll be exploring some of the brand new Houdini 19.0 amazing updates while learning many tips and tricks to work efficiently and get amazing results.
This course has been designed for beginner-intermediate users so I expect you’re already familiar with the essentials of Houdini. The complexity of the topics and assignments will start fairly simple but get progressively more complex throughout the course.
After viewing this course, people can expect to feel confident while creating complex Particle FX with Houdini using some advanced techniques and also rendering those FXs with Redshift and Karma in Solaris.
Main Takeaways
– Optimizing animated geometry caches for Particle simulations
– Simulating Particle FX with POPs
– Simulating Particle FX with FLIP
– Wedging in Houdini 19.0
– Controlling Particles movement and behavior
– Creating custom velocity fields for particle advection
– Combining multiple “simple” FXs to build a more complex and interesting result
– Custom “electric” arches/lightning with Particles
– Using Houdini 19.0 Simulated Sparks
– Rendering with Redshift
– Shading Particles for energy FX
– Lighting with Particles
– Lighting and Rendering with Karma in Solaris
– Splitting the FX into multiple render passes for total control in Compositing
Course Structure
Chapter 1
We’ll start by doing a quick overview of the start scene that was used for the promotional video of the course. Next, we’ll make sure we have a Robot mesh prepared for properly interacting with the Particles. Finally, we’ll work on our main energy blast making use of a POP network, with POP Forces, advection volumes and more.
Chapter 2
We’ll go through the process of creating radial blast waves using FLIPs combined with some POP elements that will allow us to control and shape the effect as we want.
Chapter 3
We’ll work on our third FX layer consisting of a part of the energy effect enveloping the character. We’ll be using some advanced particle advection and custom Forces to control how the particles behave.
Chapter 4
We’ll develop two more layers for the final effect: Electricity Arches and Sparks. We’ll use POPs and a custom system for pairing points and creating the electric arches traveling through our character’s body. These will occasionally generate Sparks that we’ll base on the new Houdini 19.0 quick setup and some customization.
Chapter 5
Finalizing the energy blast’s look will be accomplished in the final chapter by rendering all the different FX layers in Redshift.
Chapter 6 (Missing)
We’ll explore shading, lighting and rendering with Karma in Solaris.
Note: Chapter 6 (Missing)
We’ll explore shading, lighting and rendering with Karma in Solaris.
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