Bridge Collapse in Houdini
Please browse to the page to see this content.[FXGEAR] Bridge Collapse in Houdini introduce
In this Houdini destruction course, we are going to shake the earth to collapse a huge bridge.
You will learn to set up and fracture geometry, deform metals, create and control constraints, perform simulations with RBDs, Vellum and Pyro, generate debris, dust, volumes, and a lot more.
We will teach you the latest tools and workflows used in the new Houdini 18.5.
Upon completion of this course, you will have gained a set of technical and artistic skills that will allow you to develop feature-film-quality destruction shots for your demo reel.
We will include all the assets and hip files used in the course, including the bridge, various car models, all Arnold shaders, cameras, and the final scenes of every week.
Although this is not a course on lighting, rendering, and composition, you will learn what it takes to present your work with a professional finish. For more information, see the content of Week 5.
WEEK 01
- In the first week, we will focus on analyzing and preparing the geometry for destruction.
- We will use several fracture methods for concrete and metal, set up constraints, and animate the bridge’s deformation, which we will later combine with our simulation.
- You will learn to cache your complete simulation efficiently to increase performance and productivity.
- WEEK 02
- In week 2, we will use different solvers to simulate the two types of bridge cables.
- For horizontal cables, we will simplify the geometry to optimize the calculation processes. We will create constraints and use the results from week 1 to guide the cables’ simulation, using Houdini’s new Guided Simulation Workflow.
- For the vertical cables, we will use Vellum. As we did previously, we will simplify the geometry and create a system of constraints that allows us to connect with the simulation of the main bridge and break the stress zones progressively.
WEEK 03
- During this week, we are going to simulate cars using Bullet. We will sort and randomize several car models along the bridge, using the new “Scatter and Align” node in Houdini 18.5.
- We will create a simple system to eliminate the interception between cars, and we will create a Cone Twist Constraint system to simulate the suspension.
WEEK 04
- We are already in the final stretch! In the penultimate week, we will create the debris and Pyro simulations for the dust.
- For the debris simulation, we’ll keep it light and simple. We will use the Debris Source node for the broadcast and POPs for the simulation.
- For the dust, we will create two Pyro passes. One will be dense and accompany the fractures; the other will be light and will remain suspended in the air, just as it would happen in real life.
- At the end of this week, we will have all the simulations ready for the final render.
WEEK 05
- Although this is not a lighting and rendering course, here you will learn everything you need to present your work with a professional finish.
- In this course, we will provide all the shaders, and in this class, we will teach you how to connect them to the bridge and cars.
- You will learn to randomize the colors of the cars so you can adjust them to your liking.
- Then, we will create a volume pass for the FOG. This will help us with all the final setting of the scene.
- Finally, we will create lights and set the ROP for the final render.
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