This course focuses on the use of VEX applied in two of the most common VFX tasks, Particles, and Volumes. Although it is an introduction course, it teaches the implementation of very useful and powerful scripting, through the use of attribute VOPs and Wrangles.
Before we talk about the training module, I'd like to talk about some prerequisites before attempting to take this course. We will be using three separate applications in this module, Maya for asset inspection and organization, i do not go into details as to how to use Maya, some working knowledge of Maya is required.
In this tutorial, the viewer will learn how to work with cloth within a production environment. This will involve creating helpful input geometry for the cloth and colliders, how to work with Vellum parameters and constraints to get the look of cloth you want, how to make the simulation art-directable, and how to use post-simulation fixes.
In this tutorial, the viewer will learn the basics of the VEX expression language for Houdini and many of its practical applications in VFX. General principles of programming like variables, functions, branching and looping will be explained which will be of great use not only for VEX scripting but for any other programming or scripting language that you wish to learn in the future.
In this online course, the viewer will learn everything needed to create Rigid Body Dynamic Simulations, ranging from simple falling objects to demolishing entire buildings.
In this online course, the viewer will build upon the workflows of the first tutorial and learn advanced techniques for generating more complex terrains and landscapes with Houdini and to use them inside a game engine like Unreal Engine 4.
In this online course, you will learn everything needed to create Particle simulations, to enhance your destruction FX, we will go way beyond creating particle trails and learn to control emission, forces and attributes to a high degree.
In this online course, the viewer will learn how to create terrain digital assets that can be used inside game engines like Unreal Engine 4.
In this volume, the viewer will learn everything needed to generate fracturing in preparation for destruction effects, fracturing is fundamental in achieving realistic and controllable results and is one of the most important steps in the generation of Rigid Body Dynamic simulations.
In this course, the viewer will learn how to create an erupting volcano scene using Houdini 18 and will learn many different aspects of working with Houdini, from creating a Terrain to setting up a Pyro simulation, creating an infinite Ocean and mastering volumetric tools.
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