Rebelway – City Creation in Houdini

Houdini 是 3D 软件的泰坦,它改变了我们设想的城市的方式。触手可及的力量,您可以创造的东西没有限制。

在本课程中,我们将指导您设计一个复杂,现实的中世纪城市的程序方法。这堂课将挑战您的创造力,并将您的技能提升到新的高度。

Rebelway – City Creation in Houdini

第 1 周:Houdini 的程序主义
介绍了哪种程序主义,与 Houdini 的关系以及我们在整个课程中将使用的基本设置和工作流程的轻柔介绍和分解。

第2周:程序建筑设置
我们直接深入研究,探索如何使用我们在第01周中学到的基础并扩大的知识来创建和建造程序建筑物。在这里,事情开始变得更加复杂,但是我们会慢慢来,并确保每节课易于遵循,并且到本周结束时,我们将拥有一个完全程序性的建筑物。

第 3 周:过程建筑 Houdini 资产
从第 02 周开始进行设置,我们努力创建 Houdini 资产,讨论 Houdini 的资产是什么,以及我们如何开始使用 Houdini 的资产和接口工具来为我们自己和未来的用户创建直观和用户友好的控件。然后,我们继续进行设置,并添加一些可用性和功能。

第4周:风景和布局
在本周,为了准备开始我们的城市建设人口,我们开始考虑建立我们的现场。此阶段的两个主要要素是景观和相机。在以前的研讨会之后,我们将简要介绍在 Houdini(即 Houdini 强大的高度场所)中可以实现这一目标的方法,然后再探索一个新程序 – Gaea。

第5周:城市建筑和散落
这是课程生动的地方!我们查看建造城市可能需要的所有不同方式,首先是快速绕开的点开始,曲线以获取更多的 ART 定向请求,然后使用 OSM 数据来创建与道路的现实城市布局。

第6周:牛皮纸和市场
本周是关于设定的敷料,建立一个市场的地方为我们提供了探索牛皮纸的借口,而不仅仅是直观的 FX 工具,还为我们的建模者而言。我们可以节省大量时间,并通过将牛皮纸纳入我们的工作流程中,从而获得令人难以置信的结果,本周将通过基础知识,并在实践中使用它来建立一些市场摊位。

第7周:城市元素
本周将为我们为城市增加生命所能做的所有事情,我们将考虑悬挂电线,一些更高的多层建筑,以获取额外的细节,雪覆盖,创建码头以及我们英雄建筑的演练以及如何创建一些细节。

第8周:最终确定现场
本周将是关于我们建造的一切,并创建最终图像或拍摄。它将涵盖 Nuke 中的材料,AV,Lighting,CryptoMattes 和基本补充。

Houdini, the titan of 3D software, has transformed the way we envision cities. With its power at your fingertips, there’s no limit to what you can create.

In this course, we will guide you through the procedural methods to design an intricate, realistic medieval city. This class will challenge your creativity and take your skills to new heights.

WEEK 1: PROCEDURALISM IN HOUDINI
A walkthrough of what proceduralism is, how it relates to Houdini and a gentle introduction and breakdown of the basic setups and workflows we will use throughout the course.

WEEK 2: PROCEDURAL BUILDING SETUP
We dive right in, exploring how to create and build a procedural building from the ground up, using what we learned in week 01 as a base and expanding. This is where things start to get a little more complicated, but we take it slow, and make sure each lesson is easy to follow, and by the end of this week we will have a fully procedural building.

WEEK 3 : PROCEDURAL BUILDING HOUDINI ASSET
Taking our setup from week 02, we work towards creating a Houdini asset, discussing what an asset is in Houdini and how we can begin to use Houdini’s asset and interface tools to create intuitive and user friendly controls for both ourselves and future users. We then move on to fleshing out our setup and adding some usability and features.

WEEK 4 : LANDSCAPE AND LAYOUT
In this week, in preparation for beginning our city building population, we begin to look at building out our scene. The two main elements at this stage are the landscape and the camera. Following on from the previous workshop, we’ll touch briefly on the ways this can be achieved inside Houdini – namely Houdini’s powerful heightfields, before exploring a new program – Gaea.

WEEK 5 : CITY BUILDING AND SCATTERING
This is where the course comes alive! We look at all the different ways we may need to build a city, starting with point instancing for quick turn arounds, curves for more art directed requests and then onto using OSM data to create realistic city layouts with roads.

WEEK 6 : VELLUM AND THE MARKET PLACE
This week is all about set dressing, and building a market place gives us an excuse to explore vellum, not just an intuitive FX tool, but also for us modellers. We can save a lot of time, and get incredible results by incorporating Vellum into our workflows, and this week will go through the basics, and also using it in practice to build some market stalls.

WEEk 7 : CITY ELEMENTS
This week will be about all the things we can do to add life to our city, we’ll look at hanging wires, some higher poly builds for extra detail, snow cover, creating the docks and a walkthrough of our hero buildings and how some of the details were created.

WEEk 8 : FINALIZING THE SCENE
This week will be about taking everything we have built, and creating that final image or shot. It will cover materials, ACES, AOVs, Lighting, Cryptomattes and a basic comp in Nuke.

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原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/53329.html

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