Water FX in Houdini
Please browse to the page to see this content. Please browse to the page to see this content. Please browse to the page to see this content. Please browse to the page to see this content.[FXGEAR] Water FX in Houdini introduce
Real-world VFX courses and coaching. Learn, share and grow together.
- Learn the FX techniques and pipelines used at the world’s most successful studios.
- Explore the latest VFX trends and techniques with up-to-date courses covering the latest software releases.
- Accelerate your FX career with courses designed to help artists learn FX techniques as quickly as possible.
- Land your dream job by gaining the skills you need to stand out from the crowd.
- Learn at your own pace. No Zoom links or live sessions.
- This is your opportunity to grow your skills and achieve your VFX goals.
WEEK1
01_intro
02_overview
03_wedge_setup
04_dailies
05_workflow
06_flip_fluids_practical
07_import_data
08_flip_fluids_flood
09_preview_sim
10_wwater_source
11_wwater_solver
12_wwater_result
13_wedges_setup_integration
14_script_setup
15_opencl_tip
16_assignment
WEEK2
01_intro
02_visual_study
03_flip_fluid_setup
04_flip_fluid_emitter
05_flip_fluid_tweaking
06_flip_fluid_sop_preview
07_flip_fluid_velsmoothing_wedge
08_improving_the_sim
09_advanced_meshing
10_white_water_sourcing
11_white_water_setup
12_white_water_tweaks
13_wind
14_wind_fix
15_stifness_by_age
16_stifness_by_age_preview
17_whitewater_recap
18_assignment
WEEK3
01_intro
02_narrow_band_intro_part01
03_narrow_band_intro_part02
04_whale_visual_reference
05_setup
06_flip_source
07_minor_tweaks
08_particle_seperation
09_surface_oversampling
10_surface_oversampling_review
11_birth_death_threshold
12_velocity_smoothing_tweaks
13_droplet
14_droplet_review
15_grid_scale_tweaking
16_global_drag
17_global_drag_review
18_droplet_drag
19_droplet_drag_review
20_speedlimit
21_sitck_on_collision
22_sitck_on_collision_review
23_assignment_and_review
WEEK4
01_intro
02_whale_velocity
03_whale_velocity_noise
04_whale_velocity_noise_review
05_drag_using_mask
06_drag_using_mask_in_dops
07_drag_using_mask_in_dops_review
08_drag_clarification
09_edge_drag
10_final_flip
11_meshing_particle_surface_fluid
12_custom_meshing_part1
13_custom_meshing_part2
14_custom_meshing_part3
15_custom_meshing_part4
15_mesh_review
16_wwater_solver_intro_adhesion
17_wwater_solver_intro_clumping_stiffness
18_wwater_solver_intro_erosion
19_wwater_solver_intro_repellants
20_whale_wwater_sim_tweak_part1
21_whale_wwater_sim_tweak_part2
22_whale_wwater_sim_tweak_part3
23_whale_wwater_sim_tweak_part4
24_assignment
WEEK5
00_intro
01_rock_splash_setup
02_rock_splash_tweak
03_rock_splash_volume_technique
04_rock_splash_volume_review
05_rock_splash_volume_specular
06_whale_jump_setup
07_whale_jump_ocean_shader
08_whale_jump_ocean_part2
09_whale_jump_fluid_mesh_part1
10_whale_jump_fluid_mesh_part2
11_whale_jump_fluid_mesh_part3
12_whale_jump_foam_part1_to_edit
13_whale_jump_foam_masking
14_whale_jump_fluid_mesh_shader_tweaks
15_whale_jump_final_tweaks
16_whale_jump_compositing
17_assignment
WEEK6
01_intro
02_initial_scene_setup
03_ocean_wave_setup_part1
04_particle_seperation
05_grid_scale
06_force_scale
07_oversampling
08_ocean_types
09_shoreline
10_drag_by_ramp
11_drag_by_vorticity
12_smart_mask
13_smart_mask_sim_preview
14_beach_collision_mask
15_rocks
16_assignment
WEEK7
01_intro
02_core_fluid_sim
03_initial_wwater_01
04_initial_wwater_02
05_surface_field_post_process
06_wwater_lead_edge_source
07_wwater_custom_override
08_fluid_mesh_setup
WEEK8
01_intro
02_flip_and_wwater_tips
03_wetmap
04_wetmap_in_scene
05_beach_shading
06_beach_shading_tweaks
07_beach_vol_shading
08_beach_disp_masking
09_ocean_disp_creation
10_beach_disp_masking
11_beach_disp_setup
12_beach_review_and_fixes
13_point_cloud_in_shader
14_sand_shading
15_foam
16_aovs
17_compositing
18_assigments_and_outro
19_thank_you
20_bonus_volume_mask_workflow
21_bonus_collision_and_simulation
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