The Gnomon Workshop – Large-Scale Water Fx In Houdini

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探索执行史诗般的水模拟镜头的完整过程,其中海洋生物冲出海洋并潜入水中。这个综合研讨会由 CG 主管 Miguel Perez Senent 教授,首先定义一个大海洋表面,然后展示胡迪尼最新的水工具集来模拟与该生物的互动。使用最新的 FLIP 解算器,您将创建基础流体模拟并深入了解技巧和窍门,使其更加真实和高效。然后,您将学习如何使用一些巧妙的技术生成流体网格并将其与海洋的其余部分混合,并了解如何使用结果根据网格表面属性和物理特性定义自定义白水排放源。

真实白水的模拟提出了重大挑战,尤其是在大尺度上。在几节课程的过程中,您将探索一系列实现真实运动的技术,从模拟机场到使用基于现实生活观察的各种方法来修改数百万个粒子的动力学,以模仿不同密度下水的行为。最后,您将在 Solaris USD 上下文中使用 Karma 进行外观开发和渲染镜头,确保水的每个组件都紧密集成。通过分割各种必要的通道,您可以使用 Nuke 轻松组合出最终的组合。

在整个研讨会中,您将学习如何保持场景高效,以便能够使用一台计算机创建镜头。值得注意的是,所展示的最终分辨率下的 FLIP 和白水模拟运行时间不到 1 小时。通过 TOP 的强大功能,您将解锁楔入和并行化模拟和渲染的能力。

尽管本次研讨会涵盖了一些高级主题和技术,但在没有经验的情况下跟随将会让您获得最终结果。本次研讨会包括完整创建 FX 镜头所需的材料,包括具有纹理、灯光和相机的动画生物。

章节列表
00. 预览
01. 简介
02. 创建海洋网格和频谱
03. 设置 FLIP 模拟
04. 模拟的碰撞和高效缓存
05. 网格化流体粒子
06. 使用 Pyro 模拟机场
07. 自定义白水源点
08 . 向白水源添加细节
09. 白水模拟:第 1 部分
10. 白水模拟:第 2 部分
11. 白水的楔入和缓存工作流程
12. 生物滴下的水
13. Solaris 渲染设置和水 Lookdev
14. 精炼水 Lookdev
15. 白水处理和 Lookdev
16. 设置渲染通道并启动最终渲染
17. Nuke 中的合成
18. 结论与反馈

Duration 6h 52m Project Files Included MP4

Title: The Gnomon Workshop – Large-Scale Water Fx In Houdini

Info:
Discover the complete process that goes into executing an epic water simulation shot featuring a sea creature breaching out of the ocean and diving back in. This comprehensive workshop, taught by CG Supervisor Miguel Perez Senent, begins by defining a large ocean surface and then showcasing Houdini’s latest water toolset to simulate interaction with the creature. Using the latest FLIP Solver, you will create the base fluid simulation and dive into tips and tricks to make it more realistic and efficient. You’ll then learn how to generate and blend the mesh of the fluid with the rest of the ocean using some clever techniques and discover how to use the result to define a custom whitewater emission source based on the mesh surface properties and physical characteristics.

The simulation of realistic whitewater poses significant challenges, especially at large scales. Over the course of several lessons, you’ll explore a range of techniques to achieve realistic motion, from simulating an airfield to modifying the dynamics of millions of particles using various methods based on real-life observations to mimic the behavior of water at different densities. Finally, you will look-dev and render the shot using Karma within the Solaris USD context, making sure each component of the water is tightly integrated. By splitting the various necessary passes, you can easily put together a final comp using Nuke.

Throughout the workshop, you will learn to keep your scene efficient in order to be able to create the shot with a single computer. Notably, the showcased FLIP and whitewater simulations at the final resolution took under 1 hour to run. Through the power of TOPs, you’ll unlock the ability to wedge and parallelize simulations and renders.

Even though this workshop covers some advanced topics and techniques, following along without prior experience will get you to the end result. Included with this workshop are the materials needed to fully create the FX shot, including the animated creature with textures, light, and camera.

CHAPTER LIST
00. Preview
01. Introduction
02. Creating an Ocean Grid & Spectrum
03. Setting up the FLIP Simulation
04. Collisions & Efficient Caching of Simulation
05. Meshing Fluid Particles
06. Simulating an Airfield using Pyro
07. Custom Whitewater Source Points
08. Adding Detail to Whitewater Source
09. Whitewater Simulation: Part 1
10. Whitewater Simulation: Part 2
11. Wedging & Caching Workflow for Whitewater
12. Water Dripping from Creature
13. Solaris Render Setup & Water Lookdev
14. Refining Water Lookdev
15. Whitewater Processing & Lookdev
16. Setting up Render Passes & Launching Final Renders
17. Compositing in Nuke
18. Conclusion & Feedback

SOFTWARE USED

Houdini Nuke

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