
本课程由 Alvin Yap 讲授,深入介绍了如何在 Houdini 中创建开放海洋模拟,如何使用 Redshift 进行渲染,以及如何在 Nuke 中进行基本合成。
本课程首先会仔细研究所提供的模拟几何体,然后进行必要的优化和修改,为海洋模拟做好准备。我们将深入探讨创建适当的子帧数据以及为复杂对象创建防水几何体等方面。
接下来,我们将研究如何使用 Flip Flat Tank 生成主要模拟,并使用简单但有效的技术来创建逼真的水效果。然后,我们继续使用 Ocean Spectrum 工具创建和匹配开放海洋,并简要介绍 Redshift 以生成带位移的开放海洋渲染。
列表中的下一个主题是生成用于翻转模拟的白水元素,我们将研究白水解算器,并采用白水解算器仅用于泡沫层,并为喷雾和气泡元素创建自定义 POPs 模拟,从而实现令人惊讶的转变。白水元素完成后,我们将着眼于从喷雾和泡沫元素生成体积。
然后,我们开始使用 Redshift 进行渲染,学习如何创建材质并调整它们以获得最终效果,然后我们将在 Nuke 和 Houdini 之间切换,并了解如何创建各种 AOV、遮罩以及我们自己的自定义 AOV,以便调整合成的特定区域。最后,我们将研究如何分离渲染中的某些元素,以便在 Nuke 中获得没有伪影的散焦效果,并快速概述 Redshift 中的一些质量设置。
Alvin Yap 的职业生涯始于 3D 通才,之后在 Side Effects 担任实习生,并从 2008 年开始使用 Houdini。他曾与 Rising Sun Pictures、Framestore 和 Sony Pictures Imageworks 等多家公司合作。
Duration 6h 50m MP4
Title: FXPHD – HOU280 Impact Based Fluid Effects in Houdini
Info:
This course, taught by Alvin Yap, is an in-depth look at creating an open ocean simulation in Houdini, rendered with Redshift and basic compositing in Nuke.
The course begins with a close look at the simulation geometry provided, followed by making the necessary optimizations and modifications to get them prepared for the ocean simulation. We’ll dive into aspects such as creating proper subframe data, as well as creating watertight geometry for complex objects.
Next, we will look into generating the main simulation using the Flip Flat Tank, and use simple yet effective techniques to create a realistic water effect. We then move on to creating and matching an open ocean using the Ocean Spectrum tools and touch on Redshift briefly to generate our open ocean render with displacements.
The next topic on the list is generating the white water elements for the flip simulation where we\’ll look at the white water solver, and taking a surprising turn by using the white water solver only for the foam layer and creating a custom POPs sim for the spray and bubble elements. With the whitewater elements complete, we then look to generating volumes from the spray and foam elements.
We then get into rendering with Redshift, where we learn how to create materials and tweak them for our final look, then we\’ll jump in between Nuke and Houdini and we figure out how to create various AOVs, mattes, as well as our own custom AOV in order to adjust specific areas of the comp. In closing, we’l look into separating some elements in the render so as to get a defocus effect in Nuke without artifacts as well as a quick overview on some quality settings in Redshift.
Alvin Yap started his career as a 3D Generalist before taking an internship role with Side Effects and has been using Houdini since 2008. He has worked with several companies such as Rising Sun Pictures, Framestore, and Sony Pictures Imageworks.
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