In Volumes V (formerly Dynamics V and VI), we’ll learn to create and control combustion style simulations in the sparse pyro solver, and then take it further by using PDG to run a bunch of wedged sims so that we can work more efficiently.
Volumes IV - Interaction, where we'll make a dramatic smoke simulation that billows out from a collapsing building!
The procedural nature of Gaea by Quadspinner empowers 3D artists and matte painters to craft impressive and realistic environments with its powerful tools. Incorporating Gaea into a Houdini workflow, Rasha Shalaby — an Environment Artist and Matte Painter with over 20 years of experience in VFX for film, TV, and game cinematics — uncovers how to create terrain assets such as icy cliffs and rocky terrains that are usually harder to achieve
The VFX School – Houdini Renascence Program (Complete) | HOUDINI RENASCENCE PROGRAM
Are you ready to demolish a house, fracture the floor or maybe, making cars fly through the air? These are just some of the things that you will be able to learn in Houdini Renascence Program.
Welcome, in this tutorial you will learn procedural level generation with powerful procedural tools in Houdini for Unreal Engine 4.
Shawn Lipowski currently works for Psyop in New York as a FX Artist having just completed a seven year term working through the ranks at Look Effects in New York to become a Senior TD. So spend eight weeks exploring the fastest, most powerful programming language to ever be embedded in 3D software: VEX. It’s the multi-threaded code at the core of Houdini’s unparalleled procedural visual effects workflow and, much like XSI’s brilliant ICE
In this Houdini Essential series, we are going to take a look at some advanced Flip Fluid techniques in Houdini to create a large scale water splash.
Danny Barnhart cracks open his simulation secrets with a close look at how to create fizzy fluids in Houdini. Using a champagne flute and a bubbly liquid for this beginner- and intermediate-level demonstration, Danny walks through the entire process of simulating a champagne pour, from the initial setup of the fluid emitter to the final lighting and rendering. The workshop aims to familiarize artists with Houdini’s FLIP Solver as well as
This course will focus on How-to control Particles using Point VOP and wrangle. Through this course you wil learn some of the practical tips and tricks that are used by professional FX artists. Also learn to create Spark, Sand, Rain, Snow and Wetmap on your own rig.
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