利亚姆·怀特豪斯(Liam Whitehouse)的这门课程涵盖了如何为摄影 VFX 序列创建艺术指导的破坏效果。使用 SideFX Houdini,会员将使用中世纪欧洲设置的攻城战场景来学习创造高度详细的僵化身体破坏(RBD)影响效果所需的技术。

该课程展示了针对 FX 破裂和刚性仿真的胶片质量资产进行建模的技术,同时保留其视觉细节。怀特豪斯(Whitehouse)还将涵盖如何指导影响力的形状,在砖和木头制成的大型结构上创造破坏区域,如何使用弹丸使用逼真的时机和运动来创建令人兴奋的僵化的身体模拟影响,如何裂缝砖,如何裂缝和分裂木材和裂缝木材,以及如何基于 Direct offect 和 Directable 使用 Animation Controls 和 Guedisered Simpults 和 Guded Simpults 和 Guded Simpults 和 Guded Simpults 和 Guding Simpults 进行反馈。
最后,完成的场景将在 Solaris 和 Karma XPU 中渲染,以创建一个详细的预览动画以供审核。本课程对于想了解如何为效果工作创建高度详细的僵化身体破坏模拟的 VFX 艺术家来说是理想的选择。
1级:课程概述
概述了我们中世纪城堡 Seige 序列以及如何创建可以正确破裂,模拟和渲染的高详细模型的技术和过程模拟刚体模拟的方法和程序。
第 2 级:使用 RBD 材料断裂 SOP 的砖块破裂
如何使用 RBD Bullet 求解器和 RBD 群集创建详细的破裂砖,以匹配破坏效果的摄影参考。
第 3 类:砖块建筑 RBD 模拟和 DOP 中的约束
使用 DOPS 和子弹求解器创建 RBD 模拟,以在我们的砖墙上创建弹射器的影响点。
第 4 类:指导 RBD 损坏和模拟件的艺术
如何指导砖墙影响的形状,规模,速度,运动和方向,使您能够对 VFX 主管或导演的反馈做出反应。
5级:使用灰尘颗粒的二次砖模拟
如何使用从落下的 RBD 物体中发出的粒子实例来产生数千个小的碎片和灰尘/砖碎片。您将学习如何创建一个破裂的砖块库以及如何控制粒子模拟并将其与 RBD 模拟现实融合。
第6级:裂缝木制攻城塔
将我们的主题切换为破坏木制攻城塔,我们看一下沿特定方向裂缝木材的技术。首先,我们将塔楼的支柱之一弄坏了,并考虑了谷物的造成逼真的木材破坏。
第7级:用木纹弯曲和粉碎木结构
如何从木纹破裂和破裂中取下裂缝设置,并将其应用于全套塔塔资产,用飞行的弹丸砸碎了它的顶部并摧毁了塔。
第 8 类:基于评论注释的微调 RBD 模拟
如何使用各种技术来指导木材攻城塔的破坏,包括调整弹丸计时的动画以及使用引导的模拟以在一定方向或旋转方面将结构分解。
9 级:木质碎片粒子次级 FX
我们通过使用飞向空气中的实例木质碎片颗粒来增强模拟,从而建立旋转和扩展,以将它们与我们的 RBD 木质碎片无缝匹配和集成,从而产生了粘性的木材破坏效果。
第 10 类:渲染和演示文稿 fx 评论
在 10 级中,我们将学习如何使用 Solaris 和 Karma XPU 渲染攻城塔,通过设置我们的灯光,材料,渲染设置和输出。我们还将学习如何创建可以用于预览和次要更新的快速快速周转的视口 flipbooks。
This course from Liam Whitehouse covers how to create art-directed destruction effects for a photoreal VFX sequence. Using SideFX Houdini, members will learn the techniques needed to create highly detailed rigid body destruction (RBD) impact effects, using a siege warfare scene set in medieval Europe.
The course shows techniques for modeling film quality assets specifically for fx fracturing and rigid body simulation while retaining their visual details. Whitehouse will also cover how to art direct the shape of impact, create destruction areas on large structures made from bricks and wood, how to use projectiles to create exciting rigid body simulation impacts with realistic timing and movement, how to fracture bricks, how to split and fracture wood, as well as how to art direct and control simulation based on director feedback using animation controls and guided simulations.
Finally, the completed scene will be rendered in Solaris and Karma XPU to create a detailed preview animation for review. This course is ideal for VFX artists wanting to learn more about how to create highly detailed rigid body destruction simulations for effects work.
Class 1: Course overview
An overview of techniques and procedures to setup rigid body simulations simulations for our medieval castle seige sequence and how to create effets ready high detail models which can be correctly fractured, simulated, and rendered.
Class 2: Brick fracturing using RBD Material Fracture SOPs
How to create detailed fractured bricks which match photographic reference of destruction effects using RBD Bullet Solver and RBD Cluster.
Class 3: Brick building RBD simulation and constraints in DOPS
Creating an RBD simulation using DOPS and the Bullet Solver to create a catapult impact point on our brick wall.
Class 4: Art directing RBD damage and simulation pieces
How to art direct the shape, scale, speed, movement and direction of the brick wall impact, enabling you to react to feedback from a VFX supervisor or director.
Class 5: Secondary brick simulations using dust particles
How to generate thousands of small fractured sharp pieces and dust/brick debris using particle instancing emitting from the falling RBD objects. You will learn how to create a library of fractured brick pieces and how to control the particle simulation and blend them realistically with the RBD simulation.
Class 6: Fracturing a wooden siege tower
Switching our subject to destroying a wooden siege tower, we look at techniques to fracture wood along a certain direction. To start with, we break one of the pillars of the tower and examine how to create realistic wood destruction, taking grain into account.
Class 7: Bending and shattering wood structures with wood grain
How to take our fracture setup from the wood grain fracturing and breaking and apply it to the full siege tower asset, smashing the top of it with flying projectiles and destroying the tower.
Class 8: Fine tuning RBD simulations based upon review notes
How to use various techniques to art direct the destruction of the wood siege tower, including adjusting the animation of projectiles timing and using guided simulations to break apart the structure in a certain direction or rotation.
Class 9: Wood splinter particle secondary FX
We enhance our simulation by using instanced wood splinter particles flying into the air, setting up our rotation and scale to match and integrate them seamlessly with our RBD wood splinters, creating a cohesive wood destruction effect.
Class 10: Rendering and presentation for fx review
In class 10 we will learn how to render the siege tower using Solaris and Karma XPU by setting up our lights, materials and render settings and output. We will also learn how to create fast quick turnaround shaded viewport flipbooks which can be used for previews and minor updates.
原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/53316.html