CG Circuit - Applied Houdini Volumes III v2

CG Circuit - Applied Houdini Volumes III v2


https://www.cgcircuit.com/course/applied-houdini---volumes-ii
Here it is, Applied Houdini Volumes III v2 – Rendering and Sparse Simulation! In this lesson, we’re going to talk about how to make a detailed, colorful, and fast smoke simulation by taking advantage of the Sparse Pyro solver. We’ll start by sourcing our smoke with a particle simulation, and see just how the Sparse solver works to help us achieve high resolution results faster. We’ll go over the most common types of lights and how they work with volumes, which we can then control further with material settings. We’ll also cover a lot of universal volume rendering concepts, and how we can apply them to Mantra to both iterate faster interactively, while also making effecient high quality renders. Finally, these images will be manipulated post-render with Houdini’s own compositing tools, to make our final images. Run better sims and understand more deeply how volumes are shaded and rendered today with Applied Houdini!

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Applied Houdini - Liquids III


Applied Houdini - Liquids III


https://www.cgcircuit.com/tutorial/applied-houdini---liquids-iii


Welcome back to Applied Houdini for Liquids III - Ocean Flat Tank! In this lesson we'll tackle a complex ocean scene, consisting of many different effects rendered out as seperate passes and then all composited together. We'll start by learning how to create a detailed and realistic infinite sea through a deep understanding of the instanced ocean spectrum workflow, and then make things even more interesting by blending a flat tank FLIP simulation into the middle of it! By adding whitewater foam, spray, bubbles, mist and then even more spray on top, we'll really make our speed boat zipping through the waves come alive! Along the way we'll enjoy some technical demos as well as talk about lighting, custom shading, common pitfalls, and many other tips and tricks. Get started mastering oceans in Houdini today with Applied Houdini Liquids III - Ocean Flat Tank!

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Applied Houdini – Volumes VI Controlling Magic


Applied HoudiniVolumes VI Controlling Magic


https://vimeo.com/496330466
Applied Houdini is here with one of my most exciting lessons yet – Volumes VI, Controlling magic! In this lesson we’re going create a multi-layered magical scene using all kinds of advanced volume manipulation techniques. Instead of always using Pyro, we’ll begin by creating procedurally generated volumes that look great but are actually designed without simulation. Much of this will be accomplished via art directable volume deformations, with two different robust techniques implemented efficiently in VEX code. In addition to shading, lighting, rendering, and compositing topics, we’ll also design a custom vortex velocity field in order to drive some final simulations. By the end of this lesson, you’ll have the confidence to control any kind of volume effect, both magical or otherwise!

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Applied Houdini VOLUMES IV - INTERACTION


Applied Houdini VOLUMES IV - INTERACTION


http://www.appliedhoudini.com/blog/volumes-iv-interaction


We'll begin by creating a sophisticated particle sim that is sourced from and interacts with a destruction cache. From these particles, we'll dynamically generate volumes and make changes to the standard Pyro collision and solver workflow in order to push our smoke simulation further than what we'd normally be able to do otherwise. As we iterate over our particle and smoke sims, we'll always be focusing on art direction as well as various technical strategies - including how to massively compress the caches we're writing to disk. And as usual, we'll even finish up by lighting, shading and rendering our work too. Though this lesson already comes with all the rigid body cache files you'll need, it also works great as a continuation of the Applied Houdini Rigids II - Structure Destruction lesson! So, improve your old work or learn something new with Applied Houdini today!

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Applied Houdini VOLUMES V – EXPLOSIONS

Applied Houdini VOLUMES V – EXPLOSIONS

http://www.cgcircuit.com/tutorial/applied-houdini---volumes-v

In Volumes V (formerly Dynamics V and VI), we’ll learn to create and control combustion style simulations in the sparse pyro solver, and then take it further by using PDG to run a bunch of wedged sims so that we can work more efficiently. Custom simulation and post-simulation techniques, together with custom shader and lighting strategies, will allow us to create production quality work in ways that out of the box tools just can't. After some compositing, we'll end up with a great explosion - but more importantly, the knowledge and confidence to hack solvers and shaders to create all kinds of effects!


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Applied Houdini - Volumes II

Applied Houdini - Volumes II

English | 1h 59m | video 1080p

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Applied Houdini - Particles III - Sparks and Lighting
Applied Houdini - Particles III - Sparks and Lighting
English | Video: 720p
http://www.cgcircuit.com/tutorial/applied-houdini---particles-iii
 
Applied Houdini Particles III - Advanced Particles and Lightning is a two (or three? Or five!) in one lesson covering a wide variety of visual and technical topics surrounding the creation of lightning style energy bolts and photorealistic sparks! We will cover how to accurately portray the sub-frame curved motion blur necessary to make sparks look their best using advanced geometry manipulation skills, as well as build up an algorithm for art directing energy tree structures that track objects in the scene. Sparks will fly, source, collide, split, blur, and illuminate in this action packed lesson!
 

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CGCircuit – Applied Houdini – Rigids III version 2.0


CGCircuit – Applied Houdini – Rigids III version 2.0


If you bought the previous version of this lesson since Jan 1st 2021, you will receive an email from CGCircuit entitling you to this upgrade for free! If you bought the previous version of the lesson at any time, use the SK_RIGIDS3_UPGRADE coupon code at checkout to get 50% off!


 

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Applied Houdini - Liquids II


Applied Houdini - Liquids II
https://www.cgcircuit.com/tutorial/applied-houdini---liquids-ii

Applied Houdini is back for Fluids II - Rapid rivers, where we're going to learn all about how to simulate and render a fast moving river in FLIP! In this lesson we'll learn how to setup the river's initial state, sourcing, and collisions to control the behaviour of the fluid result, and then how to design the whitewater that flows along with it! We'll also spend time on wetmap generation in order to show wet collider surfaces, add non simulated detail to the liquid surface, droplet sprays, and other shading, lighting, and rendering strategies to make it look as good as possible. Along the way I'll talk about many of the most common problems you might experience with FLIP, especially at higher resolutions. and strategies to deal with them. All together this is a big fun lesson that is packed with all kinds of cool techniques you'll need to simulate and render fast moving water, so get started creating rivers today!


 

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Applied Houdini – Liquids I – Fundamentals

Applied Houdini – Liquids I – Fundamentals

English | 2h 6m | Video 1080p

http://www.appliedhoudini.com/blog/2019/4/7/liquids-i-fundamentals

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