Rebelway Water FX in Houdini


WATER FX IN HOUDINI
THE ULTIMATE GUIDE TO CREATING WATER SIMULATION USING HOUDINI
CRAFT WORLD-CLASS WATER FX USING HOUDINI
Houdini has become the go-to tool in the FX industry. Whoever wields its power is unstoppable.
Make a big “splash” with this dive deep into water FX in this extensive masterclass. Learn how to create a full range of water FX including oceans, crashing shore waves, and diving whales. Don’t forget your umbrella with this one.

Week 01 |
• Overview of water simulation in Houdini 17 and the new workflow.
• Creating a system to properly wedge simulation.
• An overview of the rock splash project.
• Requirements, challenges and geometry preparation.
Week 02 |
• Creating the rock splash simulation.
• Fine tune the setting to create final highres simulation.
• Meshing and creating a custom meshing workflow.
• White water simulation setup and simulation.
Week 03 |
• Whale jump project overview.
• Challenges and how to approach the solving the various problem.
• Geometry and force preparation
• Creating the initial flip fluid simulation.
• Setting up wedges.
Week 04 |
• Refine the flip fluid solver setting to find the best optimal options
• Creating highres simulation.
• Meshing and blending the with ocean.
• Creating the white water simulation.
Week 05 |
• Lighting and shading rock splash scene.
• Lighting and shading the whale jump ocean scene.
• Ocean rendering.
• Integrating the flip fluid simulation with the ocean.
• Compositing everything in Nuke.
Week 06 |
• An overview of the beach simulation.
• Techniques for creating realistic wave motion.
• Geometry preparation.
• Creating the flip fluid simulation.
Week 07 |
• Tweaking the flip fluid solver to get the most optimal result.
• Meshing the simulation.
• White water simulation.
• Ocean rendering.
• Integrating the flip fluid simulation with the ocean.
Week 08 |
• Wet map creation.
• An in-depth look at the requirement for water shading.
• Shading and rendering realistic foam using the rock splash scene.
• Creating custom aovs to allow further tweaks in comp.
• Shading and rendering the beach using more advanced techniques.
• Setting up all the passes needed for compositing.
• Compositing everything in Nuke.

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