了解如何使用 Houdini 创造一个从环境中冒出并浑身沾满泥土的沼泽怪物。视觉特效艺术家 David Silberbauer 主持的这个 5 小时研讨会旨在为初学者提供便利,但对中级艺术家也很有价值。
本研讨会演示了如何操作属性,讨论了 HeightField 和 MPM 解算器基础知识,解释了如何使用 VDB 流程创建源,并介绍了 FLIP 流体基础知识以及 HeightField 散射、流体网格以及如何使用 MPM 工作流程。David 的指导对于想要深入了解 Houdini 中可实现的各种技术的艺术家特别有益。
在本教程中,David 提供了广泛的工作流程,这些工作流程对 FX 艺术家以及那些想要深入了解如何从头到尾创建具有动画、效果和灯光/合成的完整 CG 环境的人大有裨益。艺术家可以按照教程在 Houdini 中完全完成程序设置 – 无需其他软件。该过程从设置动画开始,然后描述如何使用简单有效的方法和工具(例如 Point Deform 和 TimeShift 工具)对其进行修改。
了解半程序化设置如何模拟泥浆从怪物身上流下,并发现如何动态优化流速。David 还详细介绍了如何最好地使用新的 MPM 解算器来实现所需的结果,而不会陷入迭代循环或遇到障碍。由于 MPM 可能非常耗费资源,David 讨论了 MPM 最适合什么和不适合什么的重要性。
David 演示了使用高度场构建环境的高效工作流程,并展示了如何散布植被并使用 USD 处理这些元素。最后,他演示了 USD 中的最终场景组装,并演示了有用的照明和渲染技术,以创建值得您收藏的精美 CG 镜头。
该研讨会包含带有 mud_monster 设置的 Houdini 文件作为可下载的项目文件。
Duration 5h 32m Project Files Included MP4
Title: The Gnomon Workshop – Creating a Swamp & Mud Monster in Houdini – Procedural FX shot techniques
Info:
Discover how to use Houdini to create a swamp monster emerging from an environment and dripping with mud. This 5-hour workshop by VFX Artist David Silberbauer is intended to be beginner-friendly but is also valuable for intermediate-level artists.
This workshop demonstrates how to manipulate attributes, discusses HeightField and MPM solver basics, explains how to use VDB processes to create sources, and covers the FLIP fluids basics, as well as HeightField scattering, Fluid Meshing, and how to use the MPM workflow. David’s guidance is particularly beneficial for artists wanting to dive into various techniques achievable within Houdini.
In this tutorial, David provides a wide range of workflows that benefit FX artists and those wanting an in-depth look at creating a full CG environment with animation, effects, and lighting/compositing, from start to finish. Artists can follow along to make a procedural setup entirely in Houdini – no other software is required. The process begins by setting up an animation and then describes how to modify it using simple and efficient methods and tools, such as the Point Deform and TimeShift tools.
Learn how a semi-procedural setup can simulate mud flowing down the monster and discover how to optimize the flow speed on the fly. David also details how the new MPM Solver can be best used to achieve the required results without getting stuck in iteration loops or hitting roadblocks. Since MPM can be very resource-expensive, David discusses the importance of what MPM is best for and what it’s not.
David demonstrates efficient workflows for building environments using height fields and shows how to scatter vegetation and process those elements using USD. Finally, he walks through the final scene assembly in USD and demonstrates helpful lighting and rendering techniques to create a polished CG shot worthy of your portfolio.
This workshop includes the Houdini file with the mud_monster setup as a downloadable project file.
Software: Houdini
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