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    SpicyMags.xyz

    Fff: Subject 071 / Houdini Fx

    Posted By: ELK1nG
    Fff: Subject 071 / Houdini Fx

    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