Advanced Particles 1 – Geometry Based Simulations
Please browse to the page to see this content.[FXGEAR] Advanced Particles 1 – Geometry Based Simulations introduce
Houdini Advanced Particle Simulations
Geometry Based POPs
Welcome to Advanced Particles 1: Geometry Based Simulations.
In this course we will take an alembic animation of an opening hand, and use it to generate particles. We will learn how to use the geometry to create different attributes and how to get our particles to use those attributes.
We will also learn how to make our particles stick to deforming geometry and how to make the particles transition from one type of movement to a different one. I will also go over how to set up some basic materials and render everything using Redshift, and then also cover how to composite everything inside Nuke.
And while this course assumes you have a working knowledge of Houdini, I will be explaining how different operations work, but also the logic behind why we do things in a certain way. So I hope you will enjoy this course and we can get started with the first lesson
1_Initial Movement
01_Overview
02_Source
03_Pop source
04_Curves
05_Cross product
06_XYZdist
07_Minpos demonstration
08_Volumegradient and volumesample
09_Stick to surface
10_Stick to animation
2_Secondary Movement
01_Create curves
02_Modify curves
03_Add variation
04_Split attribute
05_Transfer attribute
06_Adjustments
07_Final tweaks
3_Colors and Rendering
01_Colors
02_Improve colors
03_Camera
04_Materials and render settings
05_Adjustments
06_Volume light and tweaks
07_Deep pass
4_Compositing in Nuke
01_Nuke part 1
02_Nuke part 2
03_Nuke part 3
04_Nuke part 4
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