Fff: Subject 071 / Houdini Fx

Posted By: ELK1nG

Fff: Subject 071 / Houdini Fx
Published 8/2022
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 17.46 GB | Duration: 37h 58m

Procedural - Pyro - Karma XPU

What you'll learn
Procedural geometry and animation
VEX coding
Pyro and POP simulation
Karma XPU render
Requirements
Lessons aim to an intermediate level Houdini artist
A student must have a strong basic understanding of VEX coding and DOP structure
Houdini 19.0.498+ required to support Karma XPU
ACES 1.0.3 OpenColorIO recommended
Description
The course contains 8 chapters, in every chapter, we are going to cover one or several related tasks of our tutorial, all setups will be done from a scratch and total amount of recorded material is 38 hoursChapter 1 - In the first chapter, we are going to create out static geometry, floor and podium. Mainly we are going to do procedural modeling, will play with position noises, pattern creation and instancing.Chapter 2 - In this chapter, we continue adding elements of our scene, but this time they required extra procedural animation or transformation.Chapter 3- As we have done already with our static geometry, we can jump into fully dynamic elements. Procedural bullets and bullets trail with custom volumetric clustering technique, will be covered in this chapter.Chapter 4 - In this chapter, we are going to cover several techniques of procedural volume shaping, temperature and motion blur control, cycle animation and form variations.Chapter 5 - Custom procedural sparks, with full artistic control of shape and motion as well as supporting pyro elements will be created in this chapter.Chapter 6 - This tutorial will not complete without an abstract procedural geometry with cool motion. In this chapter, we are going to create this element as well as unique hero bullet shape.Chapter 7 - Our last element will be an explosion. We will create a complex, flexible setup for trail type explosion, will dive into DOP network and microsolvers for a precise control of our simulation, will add extra custom forces for a final smoke transformation.Chapter 8 - Ones all elelments done, we are ready to start lighting our scene. Karma XPU will be the key of this chapter as well as new shaders and ways to work with new engine.

Overview

Section 1: Oh, Hi Mark

Lecture 1 Intro

Section 2: Chapter I

Lecture 2 Podium

Lecture 3 Floor

Section 3: Chapter II

Lecture 4 Gun

Lecture 5 Aim

Lecture 6 Rough assembly

Section 4: Chapter III

Lecture 7 Bullets

Lecture 8 Bullets trail

Section 5: Chapter IV

Lecture 9 Muzzle flash

Section 6: Chapter V

Lecture 10 Sparks base

Lecture 11 Sparks stars

Lecture 12 Sparks shape

Lecture 13 Sparks smoke

Section 7: Chapter VI

Lecture 14 Field

Lecture 15 Hero field

Lecture 16 Hero bullet

Section 8: Chapter VII

Lecture 17 Explosion points

Lecture 18 Explosion source

Lecture 19 Explosion DOP

Lecture 20 Explosion inverse

Section 9: Chapter VIII

Lecture 21 Final assembly

Lecture 22 Light & floor

Lecture 23 Podium & holder

Lecture 24 Gun & aim

Lecture 25 Bullet, sparks, field

Lecture 26 Muzzle & explosion

Lecture 27 Quality check

This Houdini course aims to houdini artists who would like to learn new techniques in procedural creation of geometry, volumetric, animation, complex pyro simulation and meet closer with a new Karma XPU render engine