![]() ![]() ![]() ![]() ![]() ![]() 時間6h 34m MP4 標題:cgcircuit–應用胡迪尼力學卷1-5 信息: 應用胡迪尼生產素質系列由Steven Knipping創建,目前高級剛體破壞/外匯技術總監在盧卡斯的工業光魔(星球大戰:原力覺醒,復仇者:ULTRON時代,Tomorrowland)。受益于生產驗證的工作流程,同時也得到了深入的解釋為什么事情的工作方式,他們做。最好的是–每個視頻里塞滿了真實的信息,而不是無償的腳注和死腔說話。 77m 動力學中的我,我們會馬上處理模擬汽化豬頭。我們從模擬的基本原理如生成初始量以及什么領域,載體,和體素。從那里我們建立了一個基本的模擬與一些力量,緩存它,并渲染它。提示和技巧,包括最佳的UI組織和裸骨工作流設置也將被討論。 98m 在動力學II,我們將立即超越基本。而不是從靜態卷開始,我們將動態源湍流密度和速度到我們的模擬。從那里,我們將與各種microsolvers包括湍流擾動,擴散模擬控制,甚至結合倍數的這些共同為更先進的影響。最后,我們將討論力、散度和渦度對事物形狀的影響.。一如既往,以生產為導向的技術將優先考慮,我甚至會分享一些我最喜歡的技巧和技巧,以更快,更有效地實現質量結果! 117m 在動態III中,我們將針對哪些咒語,燈光和著色器設置,你需要知道,以生產快速,高品質的渲染。能夠犧牲最小的質量而獲得大量節約時間將迭代快鏡頭通過發展的關鍵,然后切換到一個偉大的形象時,你沒有跑的時間。我們還將討論其他紋理噪聲和一般的材質,沒有它我們就不能產生photoreal紋理效果。最后,我們將學習有關的散射和不同的圖像查看個人燈光效果,用于調試,更重要的是以后,合成。 102m 在動態IV,我們涵蓋的場景灰塵/煙霧/蒸汽/魔術最經常發現在生產工作-破壞。我們從基本壓裂和剛體模擬,以及二次粒子模擬。從這些我們可以動態源卷到我們的煙霧模擬壓裂網本身的特點。先進的工作流程快速碰撞,準確的采購,并使語言屬性操作的詳細報道。 Duration 6h 34m MP4 Title: CGCircuit – Applied Houdini Dynamics Volumes 1-5 Info: Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm’s Industrial Light & Magic (Star Wars: The Force Awakens, Avengers: Age of Ultron, Tomorrowland). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all – each video is crammed with actual information and footnotes instead of gratuitous talking and dead space. 77m In Dynamics I, we will jump right in and tackle a simulation of a vaporizing pig’s head. We start with simulation fundamentals such as generating initial volumes as well as what exactly domains, vectors, and voxels are. From there we set up a basic simulation with a few forces, cache it, and render it. Tips and tricks including optimal UI organization and a bare bones workflow setup will also be discussed. 98m In Dynamics II, we will immediately move beyond the basics. Rather than start from a static volume, we will dynamically source turbulent density and velocity into our simulation. From there we will control our simulation with a variety of microsolvers including turbulence, disturbance, and diffusion, and even combine multiples of these together for even more advanced effects. Finally, we will talk about the effects that forces, divergence, and vorticity will have on the shape of things. As always, production oriented techniques will take priority and I’ll even share a few of my favorite tips and tricks to achieve quality results faster and more efficiently! 117m In Dynamics III, we will target exactly which Mantra, light, and shader settings you will need to know about in order to produce quick, hi quality renders. Being able to sacrifice minimal quality while gaining massive time savings will be critical to iterating quickly on shots through development, and then switching over to making a great image when you’re done without running out of time. We will also talk about rest texture noise and the shader in general, without which we will not be able to produce photoreal results. Finally, we will learn about scattering and viewing the effects of individual lights in different images, for use with debugging and more importantly later, compositing. 102m In Dynamics IV, we cover the scenarios for dust/smoke/steam/magic most often found in production work – destruction. We begin with basic fracturing and rigid body simulation, as well as secondary particle simulation. From these we can dynamically source volumes into our smoke sim with characteristics of the fracturing mesh itself. Advanced workflows for speedy collisions, accurate sourcing, and VEX language attribute manipulation are covered in detail. |