FxpHD.Water.Effects.in.Houdini.11-TUTOR

Section
Appz
Group
TUTOR
Size
2,55 GB
Files
57
Date
2017-11-17

NFO

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                   Water Effects in Houdini 11 (c) FxpHD                   

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▄ ▄█▓▓▀▀█▀  ▄     ▀   ▓▓██▄██▓░  .: I N F O :.  ░▓██▄██▓▓   ▀     ▄  ▀█▀▀▓▓█▄ ▄
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     This intermediate (pushing advanced) level course discusses fluid          
     effects in Houdini. Profs Jonathan Gilbert and John Moncrief will help     
     members become familiar with HoudiniÆs Dynamics Operators (DOPs) and       
     the different fluid types: SPH, Voxel-Based and FLIP fluids. With this     
     knowledge you will endeavor in a production oriented project to            
     integrate a cg water fountain into a live action background plate. We      
     will explore HoudiniÆs Rigid Body Dynamics (RBD) for collision             
     detection, FLIP fluids for the bulk of the water effects, DOPs Forces      
     for wind, foam and spray using some built in shelf tools (whitecaps)       
     and lastly, lighting, shading, rendering and compositing the final         
     image.                                                                     
                                                                                
     Gilbert is a freelance VFX artist with over six years of Houdini           
     experience. He graduated with his MFA in 3D Animation and Visual           
     Effects with a concentration in fluid dynamics from the Academy of Art     
     University in San Francisco. He then worked at Side Effects Software       
     Inc. building and teaching a series of basic and intermediate Pyro         
     Effects classes in Santa Monica. More recently, Jonathan finished          
     working on the last Harry Potter and the Deathly Hallows Part 2 as a       
     Technical Director at Gradient Effects. He also is currently a             
     Professor at the Academy of Art University in San Francisco, building      
     and teaching Advanced Houdini.                                             
                                                                                
     Moncrief started working in VFX over ten years ago and has experience      
     in Houdini, Maya, 3ds Max, After Effects, Shake, and just about every      
     NLE you can think of. John just wrapped up 6 months working at Side        
     Effects Software Inc. in Santa Monica where he created a library of        
     Houdini training courses on FLIP fluids, DOPs and VOPs for industry        
     professionals from various studios including Blizzard, Sony                
     Entertainment and DreamWorks. He has one insane long-haired cat,           
     horrible allergies, and is currently pursuing a Masters of Fine Art        
     degree in Visual Effects at Savannah College of Art and Design in          
     Atlanta.                                                                   
     course syllabus                                                            
                                                                                
     Class 1                                                                    
     Mainly theory and lecture. It lays down the foundation for                 
     understanding the more advanced properties of fluid simulations. We        
     discuss the three types of fluid simulations available in Houdini,         
     Voxel Based, SPH (particle), and FLIP. There is a complete breakdown of    
     all three simulation methods including example scenes.                     
                                                                                
     Class 2                                                                    
     You will build upon your fundamental theories and concepts that you        
     learned already by learning how to set up volume, sph and FLIP fluid       
     simulations. Also, you will explore the most common and useful             
     parameters of each and gain some insight as to why FLIP is so powerful     
     and the reason we'll be using it extensively in our project.               
                                                                                
     Class 3                                                                    
     Begin customizing the FLIP fluid simulation by first discussing            
     different methods of emission, setting up clipping limits for              
     efficiency and creating effective collision geometry. Discuss getting      
     data in and out of DOPs and common work flows such as caching methods,     
     writing out .sim data and/or .bgeos and where to find information about    
     distributed simulation.                                                    
                                                                                
     Class 4                                                                    
     Discuss some of the scene optimizations such as the .bgeo file format      
     and only using one single piece of geometry for our fountain. Explore      
     in detail different techniques and strategies for working with             
     different scene scales in a fluid simulation by adjusting important        
     parameters and using specific DOPs while analyzing the advantages and      
     disadvantages for each of the setups. Cover methods to export .sim data    
     and using an initial state. Quickly go over a couple simple VOP SOPs       
     such as animated noisy volume and a velocity visualization tool.           
                                                                                
     Class 5                                                                    
     Explore a variety of ways to fill up our water fountain bowls by first     
     using the particle fluid object's initial data option to turn geometry     
     into particles as well as converting the geometry into our own set of      
     points and using the particle field type for the initial data. Look at     
     working inside the popsolver to source particles from our geometry, the    
     sculpted particle fluid shelf tool to take an initial reference surface    
     and a terrain object to create a field of particles with it's own flip     
     solver and fluid object and the method used in the first pass of the       
     simulation, using another particle fluid emitter to emit particles from    
     custom geometry. Take a quick tour of the ripple solver and how it         
     could be used to simulate the base water surface of the water fountain     
     as an option to possibly save time by not having to simulate as many       
     particles with flip.                                                       
                                                                                
     Class 6                                                                    
     We cover some basic secondary effects for our fountain simulation. We      
     float leaves on the water surface. First we show this on the ripple        
     surface, and then demonstrate the technique using the mesh generated by    
     the particle fluid surface. Instead of using shelf tools, we build our     
     on set of custom DOPs nodes in order to push the leaves around in the      
     water using the velocity field from the FLIP solver.                       
                                                                                
     Class 7                                                                    
     We take a closer look at secondary effects for fluid simulations.          
     First, a review of some reference footage so that we may get a better      
     idea of what types of secondary effects we might need. Next we cover       
     advanced DOPs techniques and build our own solver for calculating          
     turbulence. We look at certain SOPs solutions for creating spray on a      
     wave based on the curvature of the surface. We also check out the          
     performance monitor and look at ways of optimizing the fountain scene      
     to get a faster more efficient simulation.                                 
                                                                                
     Class 8                                                                    
     Briefly talk about the new simulation and the meshing parameters used      
     to get our fluid mesh. Cover how to set up an environment light with an    
     HDR that has been modified in COPs. Set up an area light for nicer         
     lighting and shadows. Discuss the Mantra ROP and some of the important     
     parameters to look at when rendering liquids and setting up                
     Micropolygon Physically Based Rendering. Talk about Caustics and Photon    
     Map generation. Then set up takes to separate out individual render        
     passes and bring them into COPs where we composite them together. Look     
     at some quick tricks to fake some shadows and lighting changes in our      
     composite.                                                                 
                                                                                
     Class 9                                                                    
     We address the final touches to our fountain project. We take a closer     
     look at the individual elements of a rendered fluid simulation. We         
     discuss how to export out custom foam attribute as a separate image        
     plane by creating custom renderable parameters inside the basic fluid      
     shader. After that the footage is brought into Nuke for the final          
     composite.                                                                 
                                                                                
     Class 10                                                                   
     A variety of methods for artistically controlling the motion of a fluid    
     in Houdini are. These include creating custom velocity fields to use       
     with the field force dop and gas particle to field dop, using a sop        
     vector field with the gas calculate dop and using POPs attractors along    
     with the ballistic attribute. With all of these different tools for        
     controlling the motion of fluid simulations, pretty much any type of       
     fluid effect can be achieved now.                                          
                                                 

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     Type .... : Instructional Video
     Genre ... : Bookware
     Disks ... : 55
     URL ..... : https://www.fxphd.com

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▒█▓▒█                                                                     █▒▓█▒
█▓▒ ▓       A) Unpack this release using your favorite RAR unpacker.      ▓ ▒▓█
▒█▓▒█       B) Load up the tutorial, and expand your knowledge.           █▒▓█▒
█▓▒ ▓       C) Sit back, and enjoy!                                       ▓ ▒▓█
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                      ▀▀▀      QUALITY BOOKWARE!      ▀▀▀   

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t-fxweh3.r0047,68 MB
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t-fxweh3.r0247,68 MB
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t-fxweh3.r2447,68 MB
t-fxweh3.r2547,68 MB
t-fxweh3.r2647,68 MB
t-fxweh3.r2747,68 MB
t-fxweh3.r2847,68 MB
t-fxweh3.r2947,68 MB
t-fxweh3.r3047,68 MB
t-fxweh3.r3147,68 MB
t-fxweh3.r3247,68 MB
t-fxweh3.r3347,68 MB
t-fxweh3.r3447,68 MB
t-fxweh3.r3547,68 MB
t-fxweh3.r3647,68 MB
t-fxweh3.r3747,68 MB
t-fxweh3.r3847,68 MB
t-fxweh3.r3947,68 MB
t-fxweh3.r4047,68 MB
t-fxweh3.r4147,68 MB
t-fxweh3.r4247,68 MB
t-fxweh3.r4347,68 MB
t-fxweh3.r4447,68 MB
t-fxweh3.r4547,68 MB
t-fxweh3.r4647,68 MB
t-fxweh3.r4747,68 MB
t-fxweh3.r4847,68 MB
t-fxweh3.r4947,68 MB
t-fxweh3.r5047,68 MB
t-fxweh3.r5147,68 MB
t-fxweh3.r5247,68 MB
t-fxweh3.r5335,31 MB
t-fxweh3.rar47,68 MB
t-fxweh3.sfv1,24 KB
tutor.nfo18,70 KB