CGCircuit – Disintegration Effect I | Total Duration: 3h 56m 44s
A very basic and easy way to simulate a tree what is made in speedtree. The tutorial contains how to prepare the tree for the simulation, how to build and add a custom wind force, and how to turn the leaves into vellum.
Here it is, Applied Houdini Volumes III v2 - Rendering and Sparse Simulation! In this lesson, we're going to talk about how to make a detailed, colorful, and fast smoke simulation by taking advantage of the Sparse Pyro solver. We'll start by sourcing our smoke with a particle simulation, and see just how the Sparse solver works to help us achieve high resolution results faster. We'll go over the most common types of lights and how they work with
I want to introduce you to a new series of lessons where I will show the functionality of the most commonly used tools in Pyro. We explore the whole way, from creating a source to visualizing created material. We also touch on the new features of the Sparse system at some example with creating fire flames, or large-scale simulations with smoke.
Duration 3h 56m | MP4 | Particles V – Grains is here to teach you how to make epic snow/sand/mud effects with grains in the Vellum Solver, also known as PBD (point based dynamics)! In this lesson we will quickly learn how to efficiently simulate millions of tiny stacking particles in order to make a snowy expanse collapse into a sinkhole.
Applied Houdini Particles IV – Physical Instances will teach you how to go beyond using particles to just simulate points, and instead treat them as physical things! When dealing with massive amounts of physical objects, it is no longer efficient (or even possible at all oftentimes) to use rigid body systems to get a quick and good looking result.
In this tutorial we cover how to use Houdini 17 to create ground breaking interaction with character. We will learn how to isolate inside group to create random debris , smoke and control the displacement on render of breaking parts.
Welcome back to Applied Houdini for Particles VI: Programming Behavior! In this lesson we’ll talk about how to have absolute control over everything every particle does at any time using the VEX language as well as programming concepts in general. In particular, we will address how we can create particles that individually make multiple decisions based off their surroundings and other criteria.
In this online course, the viewer will learn how to create a fully procedural wooden bridge inside Houdini. This asset will be wrapped in a tool that will allow the user to create endless variations.
This course is about the creation of visual abstract effects in Houdini. At the same time, this course is also about Redshift for Houdini.
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