Looping Softbodies in Houdini and Redshift with Paul Esteves
Please browse to the page to see this content.[FXGEAR] Looping Softbodies in Houdini and Redshift with Paul Esteves introduce
This course is aimed at beginners and intermediate users. A basic understanding of the Houdini interface is assumed.
We will go step by step, so you understand each section properly, and can adapt the principles to your unique project. We will cover every aspect needed to create a production level softbody simulation from start to final render.
We’ll look at a variety of methods to achieve the same result so you can adapt and use these principles on whatever your current project requires.
- Introduction
- Introduction about me
- Overview of the different topics we’ll cover in this course
- Setting up our scene
- Creating a spiral
- Copy spheres onto the spiral with various attributes
- Creating groups
- Setting up vellum
- Creating Falloffs
- Pyro spread
- Infection solver
- Mask from geometry
- Mops Shape falloff
- Mops spread falloffs
- Curveu ramp
- Driving Vellum with attributes
- Importing attributes into Vellum
- Creating new rest length attributes
- Additional Thoughts and re-using geometry wrangles
- Vellum Settings
- Setting up test geometry
- Testing settings on test geo
- Testing settings on spiral
- Post Sim Workflows
- Caching our simulation
- Transferring attributes
- Creating a smoothing solver
- Post scaling the objects
- Post Processing
- Looping Ideas
- Render Setup in Redshift
- Adding attribute to use in render
- Finding references and creating inspiration board
- Setting up lights and a background
- Redshift output settings
- Materials and PostFX setup
- Final render
- Wrap up
- Final thoughts
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