Mô tả

Course Overview: Houdini FX Mastery

This comprehensive course, "Houdini FX Mastery: From Basics to Advanced Techniques," is designed to empower students with a deep understanding of Houdini, a leading software in the visual effects industry. From foundational concepts to advanced practical applications, the course covers a wide range of topics, ensuring participants can harness the full potential of Houdini for their creative projects.

Section 1: Houdini FX - Unleash The Power of Houdini

In the introductory section, students will become familiar with Houdini's interface and core functionalities. They will learn essential tools and options such as Boole, camera settings, center pivot, and color settings. This section establishes a strong foundation by exploring grid options, hotkeys, and basic scripting attachments. By the end of this section, students will be comfortable navigating Houdini and using its basic tools for various tasks.

Section 2: Houdini Practical - Procedural Modeling Part 1

Building on the foundational knowledge, this section delves into procedural modeling, starting with the outer parts of a watch. Students will learn to create numbers, symbols, and other elements procedurally. This section emphasizes the use of nodes like Polywire, Skin, and Fuse SOP, and covers techniques for creating ramp-based point position controls and channel referencing. By the end of this section, students will have created complex models using procedural methods.

Section 3: Houdini Practical - Procedural Modeling Part 2

Continuing with procedural modeling, this section focuses on more advanced techniques. Students will explore interior modeling, chain reaction setups, and controlling attributes using VEX. They will also learn about point groups, PSCALE, and various attributes. This section includes hands-on projects like modeling gear teeth and implementing matrix instance functions, enhancing students' ability to create intricate models procedurally.

Section 4: Houdini Practical - Soft Body Dynamics

This section introduces students to soft body dynamics in Houdini. Topics include creating and animating wire objects, working with plasticity parameters, and modeling tentacles for simulations. Students will combine different solvers, such as wire and POP solvers, and explore constraints and force objects. By the end of this section, students will be proficient in creating realistic soft body simulations and integrating them with other elements.

Section 5: Houdini Practical - Mastering Destruction

In this section, students will learn the art of destruction using Houdini. They will work with various SOPs and Boolean tools to create breakage, shattering, and fracturing effects. The section covers Voronoi fracture, DOP networks, and packed primitives. Students will also explore constraints, impact data, and adding secondary debris using particles. This section equips students with the skills to create dynamic destruction effects for visual storytelling.

Section 6: Houdini Practical - Cloth Workflow

Focusing on cloth simulations, this section covers the creation and animation of cloth objects. Students will learn about cloth shelf tools, target deformation, and collision geometry. The section includes advanced techniques like combining SOP solvers with cloth solvers and working with stiffness and dampening attributes. By the end, students will be able to simulate realistic cloth interactions and integrate them into their projects.

Section 7: Houdini Practical - VEX Wrangle

This section introduces VEX, Houdini's scripting language, and its applications. Students will learn about variables, custom attributes, and implicit attributes wrangles. They will explore loops, noise functions, and point-based rotation. The section covers advanced topics like creating wave deformers, point clouds, and using matrix instance functions. By mastering VEX, students will enhance their ability to customize and optimize their Houdini workflows.

Section 8: Houdini - Advanced Topics and Tools

The final section covers advanced features and tools in Houdini. Students will explore system requirements, modeling tools, and animation features. Topics include cloudfx, rigging tools, and rendering techniques. The section also delves into dynamics, shader building, and new features in recent Houdini versions. This section ensures that students are up-to-date with the latest advancements in Houdini and can leverage them in their work.

Conclusion

"Houdini FX Mastery: From Basics to Advanced Techniques" is a comprehensive course designed to take students from basic understanding to advanced proficiency in Houdini. By covering a wide range of topics and providing practical, hands-on experience, the course equips students with the skills needed to create stunning visual effects and complex models. Whether you are a beginner or looking to deepen your knowledge, this course offers a thorough exploration of Houdini's capabilities, preparing you for a successful career in the visual effects industry.

Bạn sẽ học được gì

Navigate the Houdini FX interface efficiently.

Create and manipulate 3D models and environments.

Utilize procedural generation for dynamic effects.

Implement realistic physics simulations.

Master particle systems for complex animations.

Use VEX scripting for advanced control and customization.

Integrate Houdini FX with other software in a production pipeline.

Optimize scenes for rendering and performance.

Develop and showcase a professional demo reel.

Yêu cầu

  • Basic Computer Skills: Familiarity with using a computer, managing files, and basic navigation.
  • Operating System Knowledge: Understanding of the operating system on which Houdini FX will be installed (Windows, macOS, or Linux).
  • Prior Experience with 3D Software (Recommended): Basic knowledge of any 3D modeling or animation software (e.g., Blender, Maya) will be beneficial but is not mandatory.
  • Hardware Specifications: A computer that meets the minimum hardware requirements for running Houdini FX smoothly.
  • Software Installation: Ability to install and configure Houdini FX on your computer (guidance will be provided in the course).
  • Enthusiasm and Commitment: A passion for learning and creating visual effects, and the commitment to dedicate time and effort to complete the course tasks and projects.

Nội dung khoá học

8 sections

Houdini FX - Unleash The Power of Houdini

53 lectures
Boole Option
10:46
Boole Option Continued
11:34
Camera Setting and Viewing
05:41
Camera Setting and Viewing Continue
10:10
Centre Pivot Option
07:32
Channels
10:12
Color Settings
03:39
Construction Plane
11:05
Construction Plane Perspective
08:22
Copy to Points Option
02:44
Create Tab in User Interface
05:41
Creation and Implementation
08:24
Creation and Implementation Continued
04:19
Creep Option
05:14
Curve Options
02:02
Desktop arrangements
09:58
Dynamic Parent Option
09:46
Editing through Node Editor View
09:51
Follow Path Option
09:11
Function of Dynamic Parent Option
09:49
Fusing of Points
11:07
Getting Started with Houdini Software
08:00
Grid and Snapping Options
10:17
Grid Option
07:19
Handle and Parameter Options
09:14
Hotkeys and 3D Object With Various Views
10:25
HoudiniSupports
09:40
Locking and Unlocking
05:52
More on Modify Tab
10:03
Move Options
10:27
Names Tab
08:58
Node Editor-BlendPose
09:46
Nurbs Option
09:08
Other Views in Houdini
09:38
Platonic Solids
11:34
Polygon Mesh
10:24
Preferences
10:55
Preferences- Takes
10:54
Primitive Options
07:04
Rail Groups
09:44
Ray Option
07:45
Revolve Deatil Options
02:12
Revolve option in Model Tab
06:46
Rotation Options
10:09
Scale Options
10:33
Scripting Attachment to Objects
08:59
Selecting Part of a Section
09:57
Selecting Sections for Editing
05:39
Setting of Frequency
11:49
Smooth Shading
10:20
Uniform Sampling
09:39
Uniform Scaling
06:42
Window Menu and Options
10:33

Houdini Practical - Procedural Modelling Part 1

29 lectures
Introduction to Procedural Modeling in Houdini
01:58
Outer Parts of Watch
03:29
Creating Numbers procedurally
09:02
Creating Numbers procedurally Continues
08:05
Creating Extursion Groups
09:08
Creating Seconds Symbols
09:19
Resampling Points
09:30
Working with Polywire SOP Node
08:34
Outer Ring Modeling
11:04
Outer Ring Modeling Continues
09:22
Using the Skin Node
11:06
Creating Ramp based Point Position Control
05:38
Fuse SOP Node
05:54
Modeling Wach Hands
10:10
Modeling Wach Hands Continues
10:14
Creating Hands using Skin Node
10:15
Controlling Shape using Ramp Parameters
10:39
Using Chramp Fuction to change Shape
09:49
Using Chramp Fuction to change Shape Continues
08:40
Using Carve SOP Node to create a Base for Numbers
09:51
Finalizing Channel Referencing
11:19
Finalizing Channel Referencing Continues
11:12
Creating New User Defined Controls
10:44
Connecting All Controls with Base Channel
10:48
Soft Transform, Using Boolean tools to Creae Handles
10:05
Grouping Primitives Based on Primitive Number
08:50
Create Basic Shading using Principle Shader
08:27
Creating Digital Asset
07:50
Importing Channels from a Null Node to Aboe Level
08:38

Houdini Practical - Procedural Modelling Part 2

54 lectures
Procedural Modeling in Houdini - Advanced
01:59
Creating Watch Interior
09:55
Adding Controls to watch Interior
08:25
Creating Final Shape using New Boolean Tools
07:30
Create IK Based Chain Reaction Setup
09:56
Creating Points using Add Tool
09:25
Creating Points using Add Tool Continues
11:17
Adding a Maximum and Minimum Value
11:25
Using Copy Stamp to Create Chain Reaction Setup
12:42
Creating Chain Handle Procedural
11:18
Adjusting Normals using Poly Frame
09:17
Using poly Extrude to create Thickness
09:28
Poly Bevel to Refine Shape
09:04
Creating Point Groups using Point Number
08:00
Creating Groups using VEX
08:34
Creating Transform and offset Controls
07:37
Controlling PSCALE using Wrangle Node
10:40
Using Poly Frame to Orient the Copied Objects
11:33
Understanding Point VOPs
08:54
Mix to Create Floral Transition Between points and Normals
09:24
Introduction to Conditional Loops
09:59
How to Implement for Loop
07:44
SCALE and ORIENT Attributes
06:10
Implement for Loop and Separating Primitives
08:50
Attribute Transfer and TRANS Attribute Offset
09:19
Attribute Transfer and TRANS Attribute Offset Continues
09:10
Creating Distance Based attributes on Points
11:14
How to create Extrude Groups
10:11
Using Poly Extrude Groups Effectively
08:55
Creating Gear Teeth Procedural
10:25
Using Facet
06:18
Different approaches to Model Gear
09:44
Creating Outer Ring and Gear Teeth Using Attribute
10:32
Creating Gear Hinge and Pivot
09:00
Using Null Nodes
08:58
BBOX Attribute
10:59
How “SIN” and “COS” Functions Works
09:25
Implementing SIN and COS Point Positions Controlling
09:05
Implementing SIN and COS Point Positions Controlling Continues
09:50
Creating Spiral Patterns using SIN And COS Function
09:52
Animation Controls Creation
09:19
Using Curve Tools to Create Shapes
10:31
Using Bevel on Point
10:33
Poly Extrude with Zscale Controls
10:06
Modeling Screws Using Boolean Tools
09:45
Modeling Screws Using Boolean Tools Continues
10:01
Creating a VDB Effect
10:56
Adding a Crone to VDB
11:49
Adjust the Gear Transform
10:24
Reducing the Polygon Size
08:05
Adding a Watch
07:39
How to Animate Asset Attributes
09:02
Creating Camera Animation
10:23
Creating Render Controls
09:45

Houdini Practical - Soft Body Dynamics

31 lectures
Introduction to Houdini Softbody Simulation
01:41
Creating Wire Object in Houdini
10:44
Creating Wire Object in Houdini Continues
11:21
Wire Object Properites and its Mass and Density
09:59
Linear Spring and Linear Angular Controllers
10:45
Working with Plasticity Parameters
10:36
Normal Drag and Tangential Drag Properites
10:54
Modeling Tenetacles for wire Simulation
09:48
Modeling Tenetacles for wire Simulation Continues
08:18
More on Modeling Tenetacles
04:14
Glue to Animation Constraint and UV Transform
11:08
Applying Noise using Windforce and Noise Field
10:07
Using Polywire and Thickness of Polywire using Expressions
08:51
Wire Deformation the wire Simulation
10:11
How to Combine wire Solver and POP Solver
06:22
POP object and Emit from POP Source
08:52
Combining RBD Solver with wire Solve
10:47
Creating Wire glue constraint to Connect wire Object with RBD Object
10:29
Internal Force Object to Point Force using Point VEX Command
09:16
Working with Constraint Network and Pin Constraint
08:20
Wire Angular Constraint
09:44
Wire Glue Constraint
06:36
Creating a Rope Bridge Asset
11:17
Using Line Tool and Creating Attributes For Line Tools
11:40
How to use Attribute to Create Constraint Networks
10:42
How Constraint Network Works in Rope Project
11:09
Troubleshooting Rope Bridge Setup
07:21
More on Rope Project
07:27
More on Rope Project Continues
11:35
How to Create Hair Simulation using Wires
10:21
How to Create Own Hair System using Paint and Scatter Nodes
11:32

Houdini Practical - Mastering Destruction

57 lectures
Introduction to Mastering Destruction in Houdini
05:16
Working with Break SOP
08:14
Working with Break SOP Continues
10:33
Using Clip SOP in Houdini
07:43
Creating Slip SOP in Houdini
07:20
Expolerer View Slip SOP
08:02
Working with Boolean in Slip SOP
09:24
Working with Boolean in Slip SOP Continues
10:10
Working with Shatter in Boolean
08:39
Grid View Shattering
09:53
Working with VDB Boolean
09:33
Creating Voronoi Noise in Houdini
09:21
Working with Voronoi Fracture
09:47
Adding Interior and Noise Scale to Voronoi Fracture
05:39
Understanding Clustering in Voronoi Fracture
10:31
Understanding Clustering in Voronoi Fracture Continues
04:18
Adding Sphere to Clustering in Voronoi Fracture
08:53
Working Voronoi Fracture Points
11:30
More on Voronoi Fracture Points
07:47
How to Work with DOP Network
08:11
Creating a DOP Network in Houdini
09:04
Packed Primitives in DOP Network
11:43
Creating Packed Primitives in DOP Network
09:11
Fundamental Geomerty of Packed Primitives
10:59
Fundamental Geomerty of Packed Primitives Continues
09:33
Working with Proxy Geometry in DOP Network
12:15
More on DOP Network
11:54
Adding Multiple SOP Solver DOP Network
11:56
Working with Constraints in Houdoni
05:47
How to Break Object Using Constraint
07:21
Hard Constraint Workflows
11:53
More on Hard Constraint Workflows
10:21
Creating a Hard Constraint
09:48
Working with Adjacent Points
11:04
Working with Adjacent Points Continues
09:51
Working with Glue Constraint in Houdini
08:48
Creating a Glue Constraint in Houdini
11:15
Dual Glue Network Setup
08:35
Creating Dual Glue Network Setup
08:50
Output of Dual Glue Network Setup
08:35
Controlling Glue Constrain using SOP Solver
10:07
Controlling Glue Constrain using SOP Solver Continues
09:14
Cone Twist Constraint in Houdini
06:07
Creating Cone Twist Constraint in Houdini
09:45
Advanced setup of Cone Twist Constraint
11:41
Workflow of Cone Twist Constraint
10:30
More on Cone Twist Constraint
06:56
Troubleshoot Orientation in Houdini
08:29
Troubleshoot Orientation in Houdini Continues
06:10
Working with Impact Data
12:16
Creation of Impact Datain Houdini
09:23
Secondary Debris Creation using Particles
11:27
Secondary Debris Creation using Particles Continues
11:15
Controlling Debris
10:48
Creating Controls to debris
03:08
Adding Pyro FX
10:58
Finalizing Pyro FX
11:36

Houdini Practical - Cloth Workflow

45 lectures
Introduction to Houdini Cloth Workflow
04:09
Cloth Shelf Tools in Houdini
08:59
Cloth Shelf Tools in Houdini Continues
10:44
Animation of Cloth Object in Houdini
10:41
Animation of Cloth Object in Houdini Continues
09:48
Creation of Cloth Object from Scratch
10:38
Cloth Object Animation using Target Deformation
07:12
Creating collision Geometry in Houdini
11:32
Creating Collision Sub steps
08:36
Emit Falling Papers DOPs for Cloth Simulation
12:13
Creating Subnetwork to Create Pivot Parameter in Frame
11:04
Working with Stiffness Multiplier
06:27
Working with Stiffness Multiplier Cloth
07:13
Combining SOP Solver with Cloth Solver
11:14
Delete faces of Object using SOP Solver in Cloth Solver
09:14
Working with Dampening Model Attributes
10:55
Working with Bend Model Attributes
10:35
Export Characters from Maximo and Import FBX in Houdini
08:24
Converting Animating Geometry to Cloth
11:02
How to Troubleshoot FBX and Alembic Issues
04:33
Thickness and Collision Radius for Cloth workflow
08:01
Modeling Top
08:53
Cloth Simulation
10:11
Working FX with Cloth
11:00
Exporting the Simulated Geometry as a Simulating Object
11:58
Modeling Waist Belt
11:13
Creating Cloth Attach Over the Simulation
11:04
Stitch Constraint to Attach Cloth in Houdini
08:39
Working with Hard Constraint
07:19
Soft Constraint
10:24
Work with Wind Noise and Noise Field in Fracturing
11:17
How to Create Pin to Animation Constraint and Fracture Threshold
12:00
How to use Target Stiffness in Houdini
07:22
How to use Target Stiffness in Houdini Continues
07:34
Peeling Effect using Fracture Parameters
08:50
How to build Scene for Tiring Effects
09:30
Working with VOPS
11:13
Transfer Point to Animation Constraint with SOP solver and VEX Functions
08:01
Using Compare Node to Create a IF Condition Based Setup in VOPs
07:21
Implementation of Fracture threshold using Near Points Function
06:48
Using SOP solver in DOPs to change fracture threshold attribute
05:58
How to Create basic RBD Setup
09:39
How to Create basic RBD Setup Continues
11:27
How to Constraint RBD with Cloth as Tetrachotomy Constraint
07:38
How to Transfer Simulation from RBD to Cloth using Constraints
09:17

Houdini Practical - VEX Wrangle

60 lectures
Introduction to Vex Wrangles
02:04
What is VEX
10:58
Variables in VEX
08:58
Types of Variables In VEX
07:07
Creating Implicit Attributes Wrangles
09:14
Creating Implicit Attributes Wrangles Continues
08:01
Creating Custom Attributes
08:56
Creating Custom UI Controls
11:15
Primitive Wrangle
07:40
Types Primitive Wrangle
06:03
Exploring a Details of Wrangles
11:36
IF Loop Functions
11:47
For and While Loops
10:10
Ramps and Fit Functions
11:37
Noise Functions
10:45
Using Length Function in Wave Deformer
07:54
Creating a Wave
09:12
Changing Wave Resolutions
07:41
Point Based Rotation
08:46
Point Based Rotation Continues
09:55
Rotation Using Matrices
08:17
Example of Rotation Using Matrices
06:37
Introduction to Array in Wrangles
10:01
Use Find Function in Array
04:50
Detail Intrinsic and Expand Group Function
11:34
How to use SOP Solver
06:11
Using SOP Solver
06:29
Creating a Customizing Solver
09:50
Decay Behavior to SOP Solver
10:31
How to Hide and Unhide
10:55
Working Near Points Function
09:27
Using Near Points Function
10:48
Creating a Vanishing Effect
11:32
Scatter Points
09:52
Points Effect
10:31
Creating a Branching Effect
08:34
Convert to Geometry Figure
06:47
Implementing MIX Functionality
10:25
Point Clouds
10:38
Create Point Cloud Network
10:15
PC Handle and PC Import
11:10
Point VOP and Implementing Wrangles
06:22
Object Attributes Using Point Cloud
37:58
How to Move Particles on a Path
12:07
Create a Connecting Geometry
11:12
Create a Connecting Geometry Continues
07:50
Blur Effect Using Point Cloud
04:36
DOT Vector Function
09:44
Calculate DOT Function
09:59
Particle Behavior Dot Function
07:17
Particle Behavior Dot Function Continues
06:54
Arc Cosine and Degrees to Radiant
07:39
Cross Product Vector
06:12
Calculate Cross Product
08:43
Rotate Object Cross Product
10:22
Moving Spiral Pattern Cross Product
10:02
Implementing Matrix Instance Function
11:38
Transition of Polygons
08:43
Spider Web effect Using SOP Node
12:12
Spider Web effect Using SOP Node Continues
09:30

Houdini

285 lectures
Introduction to Houdini
11:39
Houdini Operators
08:05
System Requirements
08:32
Other Requirements
07:41
Modeling Tools and Polygon Tools
06:14
Deform Tools and UV Tools
07:14
Cloudfx and Volumes
08:05
Animation Features and Tools
06:56
Animation Tools and Motionfx
06:56
Rigging Tools and Options
07:21
Character Tools and Auto-Rig Tools
07:38
Auto-Rig Tools and Lighting
07:32
Lighting and Camera and Light Tools
07:26
Rendering and 3D Motion Blur Features
07:38
Sss,Soho, Supported File Formats
07:54
File Formats and Compositing and Imaging
08:30
Houdini Fx
07:56
Creation Tools
01:10
Manipulation Tools and Fluids and Ocean Fx
07:47
Ocean Fx and Tools
06:53
Bullet RBD
07:54
Particles
08:01
Finite Elements and Cloth Simulation
07:49
Cloth Simulation
07:43
Wire Constraints
02:09
Position Based Dynamics
08:03
User Experience
04:56
User Interface
08:01
Geometry
08:35
Animation Features
10:26
Volume and Crowd Features
08:13
Dynamics and Hair Grooming
08:42
Shader Builder and Metal Material Features
08:28
SSS and Lava Material
09:12
Lightingand CGXand New Mantra Rendering Options
08:40
Hqueue Features and Lighting and Animation Features
09:06
New Features
09:14
Viscous and Lava Tool Features
10:46
FEM Simulation Comparison
10:27
Earlier Version Features and Drawbacks
10:59
The Point Position
09:24
After Covering the Effects
08:17
The openGL ROP
08:47
The User Interface Within
08:00
Miscellaneous Features
02:44
Compositing
08:34
Random Seed
08:10
Parameters
07:51
Source Controls
09:24
Oceanwaves
07:52
White water Tool
08:38
Volumes
07:44
Geometry Rendering Support
08:02
Path Options
06:33
Render Light Geometry
07:41
Point Cloud Options
08:12
Attenuation Ramp Multiplier
07:57
User Properties
08:19
Parameters with the Source
08:44
Marker Type Visibiiltiy
06:57
Camera View Mask
08:07
Wireframe within Version
09:57
Minimum Home Size
09:04
Ambient Lighting
08:58
Disk File or COP Image
09:11
Scale Textures
10:06
Spring Network
08:12
Cloth Feature
03:47
Version 12
07:22
Sharing of Geometry
09:14
Shader Building
07:52
Using Uniform Volume
08:00
User Interface in Version 11
08:48
Blend Options
08:13
New Shelf Tools in Version 10
03:28
Houdini 9.5 Version
08:15
Selecting a Channel
07:33
Procedural Workflow
07:22
Complexity and Data Accesibility Management
08:03
Dust and Debris and Animation and Simulation Features
07:05
Level Building and Tool Building Features
09:32
Terrain Generation for Artists
03:29
Getting Started with Houdini Software
08:47
Houdini Supports
09:40
Create Tab in User Interface
05:41
Construction Plane
11:05
Grid Option
07:19
Platonic Solids
11:34
Curve Options
02:02
Nurbs Option
09:08
Other Views in Houdini
09:38
Rotation Options
10:09
Construction Plane Perspective
08:22
Desktop arrangements
09:58
Window Menu and Options
10:33
Color Settings
03:39
Preferences
10:55
Preferences- Takes
10:54
Names Tab
08:58
Grid and Snapping Options
10:17
Camera Setting and Viewing
05:41
Camera Setting and Viewing Continue
10:10
H andle and Parameter Options
09:14
Channels
10:12
Locking and Unlocking
05:52
Uniform Scaling
06:42
Hotkeys and 3D Object With Various Views
10:25
Scripting Attachment to Objects
08:59
Creation and Implementation
08:24
Creation and Implementation Continued
04:19
More on Modify Tab
10:03
Copy to Points Option
02:44
Polygon Mesh
10:24
Smooth Shading
10:20
Scale Options
10:33
Move Options
10:27
Selecting Part of a Section
09:57
Editing through Node Editor View
09:51
Dynamic Parent Option
09:46
Function of Dynamic Parent Option
09:49
Node Editor-BlendPose
09:46
Follow Path Option
09:11
Centre Pivot Option
07:32
Revolve option in Model Tab
06:46
Selecting Sections for Editing
05:39
Revolve Deatil Options
02:12
Primitive Options
07:04
Rail Groups
09:44
Creep Option
05:14
Ray Option
07:45
Boole Option
10:46
Boole Option Continued
11:34
Fusing of Points
11:07
Setting of Frequency
11:49
Uniform Sampling
09:39
Understanding Convert Option
11:08
Taking the Box Object
06:53
Benzer Curve Options
05:55
Convert Option- Circle
09:28
Refine Feature
07:36
Select the Geometry for the next Operation
09:55
Select Object for Sculpt
10:40
Middle for Background Color
11:05
Select the Geometry
08:42
Change Brush Radius
04:30
Scatter
06:09
Modify
11:02
Select the Geometry next Operation
09:55
Front Facing
05:46
Control Attritute
11:31
Transform Selected Geometry
10:18
Transform Selected Geometry Continue
12:17
Select the Primitives
06:20
Translate Option
05:55
Local Symmetry
08:38
Choose an Creation to Perform
08:33
Pre Face
10:14
Create Output Groups
11:54
All Points
11:50
Poly Split
08:02
Click Anywhere to Extend the Split Path
06:46
Quad Edge to Create New Edge
10:58
Poly Reduce
10:40
Percentage and Increase
06:54
Increase Maximum Numbers
07:19
Select the Triangulate Caps
06:09
Select the Edge Collaps
06:23
Dissolve Effect
06:05
Multiple Group Arrange
08:42
Distance
06:18
Turn New Option
06:05
Group Values
06:40
Sub Division
06:50
Edge Look Aplay
06:19
Delete the Unrequited Primitives
06:09
Aplay for Creases
07:31
Use Facet
08:09
Select the Points to Fuse
06:24
Point Position
05:55
Select the Taper
07:19
Create a Mountain
08:34
Create a Mountain Continue
07:21
Fractal Geometry
06:43
Fractal Geometry Continue
08:41
Mountain Deform
08:49
Coloring Geometry
10:08
Ocean wave
10:51
Ocean Valuate
08:29
Box Size
11:14
Reference Wind
09:12
Tab Menu
09:26
Wavefo
06:43
Constant Coefficient
05:21
Position
07:42
Moving
09:50
Other Notes
08:37
Choose the Center
08:51
Delete Channel
08:41
Edit Expression
06:09
Radius Moving
08:01
Torus Aplaying Channel
08:19
Applying Node and Parameters
09:22
Parameter Description
08:22
Existing Parameters
08:13
Center - My Float
08:27
Adjust Sphere Radius
05:03
Adjust Torus Radius
04:29
Color Scheme
08:38
Working on Key Frame
08:12
Looping
03:23
Real Time Player
06:09
Real Time Player Continue
09:04
Scoping of Channels
10:25
Scoping of Channels Continue
08:27
Setting Key Frames
06:25
Key Frame Animation
06:28
Editing Channels
09:05
Editing Channels Continue
09:35
DOP Sheet
10:21
Aplaying For Special Effect
08:32
Smoke Object
10:52
Gravity Force
10:19
Pyro Solver
08:02
Pyro Effect
05:18
Visual Fx application and Networking
08:32
Visual Fx application and Networking Continue
06:12
Autodop Network
07:59
Rigid Body
08:05
Autodop
09:33
RBD Collision and Animation
08:18
Particles and Animation
08:12
RBD Angular
08:12
Character options and Parameters
09:56
Pipe Character
09:14
Texture
10:10
Character VFX
07:50
Follow Path
07:22
Fireworks
07:11
Pop Network
07:19
Fluids Container
07:04
Sop Geometry
10:21
Crowd Populate
07:30
Simulation
05:43
Crowd Simulation
07:19
Crowd Simulation Continue
07:50
Crowd Simulation Into Stadium
06:51
Stadium Crowd
09:06
Street Crowd
08:47
Paint Density
06:17
Cloth Simulation
07:43
Spotlight and Attributes with SOP
06:24
Rendering with Mplay
10:33
Area Light Options
09:54
Light Types
09:50
Individually Checking Light Options
09:32
Spotlight, Distant Light
09:32
Ambient Light and Options
09:29
GI Light
09:49
Skylight Options
10:05
Camera Parameters
10:27
Turntable Camera
07:37
Rolling
08:26
Rolling and Animating with Geometry Objects
08:24
Spotlight and Rendering Settings
09:30
Spotlight and Rendering Settings Continue
09:23
Rendering the Completed Animation
06:33
Define the Format
11:12
Selecting the File
09:24
Checking the Rendered Output
03:33
Composite View with Image
11:12
Effects and Parameters
09:20
Compositing with Color Correct
07:46
Ramp Nodes and Parameters
10:10
Image Aspect
11:01
Selecting New Color
09:37
Compositing with Display World Image
06:43
Compositing with Image
10:16
Animation, VFX
08:58
Composited Rendering Process
07:08
Material Pallet operation upon 3d objects
11:53
Uvtexturing and Material
10:28
Shop Manager and Operations with Material
12:38
Vopsop
12:18
CHOP network
10:29
Digital Asset
11:57

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