Houdini Renascence Program – Vol 2
Release date:2021
Author:Tariq Kinani
Skill level:Intermediate
Language:English
Exercise files:Yes
It is finally here! We are proud to present the second part of our bestseller course: Houdini Renascence Program.
We have prepared an amazing training experience for you to learn how to create simulations of the highest quality and make the leap into your new career as a VFX Artist.
In this course, you will create ten projects from scratch. We will guide you step by step, using the latest tools and workflows offered by Houdini 18, working efficiently, quickly, and in an easy-to-understand way.
This course is aimed at all VFX students and artists who want to expand their knowledge of Houdini.
Houdini Renascence Program Vol. 02 is an intermediate level course, so students must have knowledge of the software or should have taken one of our basic level courses.
Your skills will improve over time, but for that to happen, you have to start now!
Module I – The Art of Destruction
Week 01 – Ground Destruction
Module I – Week 01 – 01 – Intro
Module I – Week 01 – 02 – Prepping the City Geo
Module I – Week 01 – 03 – Creating the Floor Geometry
Module I – Week 01 – 04 – Fracturing the Ground
Module I – Week 01 – 05 – Fixing the Centering Problem
Module I – Week 01 – 06 – Deleting the Inside Pieces
Module I – Week 01 – 07 – Creating Proxy Geometry
Module I – Week 01 – 08 – Making Clumps with Constraints
Module I – Week 01 – 09 – Setting the Active Attribute
Module I – Week 01 – 10 – Making the Bombs
Module I – Week 01 – 11 – Main Sim
Module I – Week 01 – 12 – Debris Pieces
Module I – Week 01 – 13 – Debris Points
Module I – Week 01 – 14 – Debris Sim
Module I – Week 01 – 15 – Starting the Pyro Setup
Module I – Week 01 – 16 – Pyro Source and Collider
Module I – Week 01 – 17 – Pyro Sim
Module I – Week 01 – 18 – Final Flipbook
Week 02 – Bus Stop Destruction
Module I – Week 02 – 01 – Intro
Module I – Week 02 – 02 – Prepping the Bus Stop Geo
Module I – Week 02 – 03 – Spliting Out the Small Metal Pieces
Module I – Week 02 – 04 – Metal Fracture
Module I – Week 02 – 05 – Making the Collider
Module I – Week 02 – 06 – Setting the Constraint Properties
Module I – Week 02 – 07 – Metal Bending Sim
Module I – Week 02 – 08 – Wood Fracture
Module I – Week 02 – 09 – Glass Fracture
Module I – Week 02 – 10 – Starting the Second Sim
Module I – Week 02 – 11 – Sim 2 Connector Constraints
Module I – Week 02 – 12 – Sim 2 Constraint Properties
Module I – Week 02 – 13 – Sim 2 RBD Configure
Module I – Week 02 – 14 – FInishing the Glass and Wood Simulation
Module I – Week 02 – 15 – Starting the Post Sim Setup
Module I – Week 02 – 16 – Point Deforming the Metal and Glass
Module I – Week 02 – 17 – Fixing Post Sim Fix and RBDdisconnectedfaces node
Week 03 – Car Crash (Part 01)
Module I – Week 03 – 01 – Intro
Module I – Week 03 – 02 – Creating a New Project and Importing the FBX
Module I – Week 03 – 03 – Object Merging the Car Components
Module I – Week 03 – 04 – Preping the Wheels
Module I – Week 03 – 05 – Spliting the Components of the Car
Module I – Week 03 – 06 – Metal Fracture
Module I – Week 03 – 07 – Building the Constraints
Module I – Week 03 – 08 – Constraint Properties
Module I – Week 03 – 09 – Sim Geo Position and Velocity
Module I – Week 03 – 10 – Sim Properties and Building the Collider
Module I – Week 03 – 11 – Metal SImulation
Module I – Week 03 – 12 – Final Tweaks
Week 04 – Car Crash (Part 02)
Module I – Week 04 – 01 – Intro
Module I – Week 04 – 02 – Starting the Glass Fracture
Module I – Week 04 – 03 – Finishing the Glass Fracture
Module I – Week 04 – 04 – Fixing the Cars Rocking Motion
Module I – Week 04 – 05 – Point Deforming the Glass
Module I – Week 04 – 06 – Constraints
Module I – Week 04 – 07 – RBD Configure
Module I – Week 04 – 08 – Adding Velocity to the Glass
Module I – Week 04 – 09 – Glass Sim
Module I – Week 04 – 10 – RBD Deform Pieces
Module I – Week 04 – 11 – Wheels Transform Pieces
Module I – Week 04 – 12 – Revisiting the Glass Sim
Module I – Week 04 – 13 – Removing a Problem Piece
Module I – Week 04 – 14 – Updating the Shop Material Path Attribute
Module I – Week 04 – 15 – Camera and Lights
Module I – Week 04 – 16 – Finding the Missing Glass and Setting the V Attribute
Module I – Week 04 – 17 – Shadow and Reflection Catchers
Module I – Week 04 – 18 – Render Settings
Module I – Week 04 – 19 – Comp
Module II – Animal Fury
Week 01 – Lessons
Module II – Week 01 – 01 – Introduction
Module II – Week 01 – 02 – Introduction to Vellum
Module II – Week 01 – 03 – Importing the Geometry
Module II – Week 01 – 04 – Tetrahedal Soft Bodies
Module II – Week 01 – 05 – Creating Cloth Constraints for the Boots
Module II – Week 01 – 06 – Updating the Rest Blend
Module II – Week 01 – 07 – Bending the Crocs Head
Module II – Week 01 – 08 – Constraining the Shoes to the Body
Week 02 – Vellum Cloth
Module II – Week 02 – 01 – Introduction
Module II – Week 02 – 02 – Importing the T-pose
Module II – Week 02 – 03 – Preping the Cloth Geometry
Module II – Week 02 – 04 – Preping the Collision Geometry
Module II – Week 02 – 05 – Blend Shapes
Module II – Week 02 – 06 – Setting the Cloth Constraints
Module II – Week 02 – 07 – Simulating and Caching the Drape
Module II – Week 02 – 08 – Creating Stiff Areas of Cloth
Week 03 – Cloth Tearing
Module II – Week 03 – 01 – Introduction
Module II – Week 03 – 02 – Sculpting the Body to Avoid Intersections
Module II – Week 03 – 03 – Organizing and Setting Constraints
Module II – Week 03 – 04 – Point Deform The Body Based on the Mouth
Module II – Week 03 – 05 – Creating The Pin Group
Module II – Week 03 – 06 – Breaking Welds and Constraints
Module II – Week 03 – 07 – Making Adjustments
Module II – Week 03 – 08 – Point Deforming the Original Geometry with the Sim Geometry
Week 04 – Vellum Grains
Module II – Week 04 – 01 – Introduction
Module II – Week 04 – 02 – Caching the Collider
Module II – Week 04 – 03 – The Solver Node
Module II – Week 04 – 04 – Generating the Grains
Module II – Week 04 – 05 – Building the DOP Network
Module II – Week 04 – 06 – Creating the Collider
Module II – Week 04 – 07 – Setting the Attraction Weight
Module II – Week 04 – 08 – Dealing with a Friction Problem
Module II – Week 04 – 09 – Final High Resolution Sim
Module II – Week 04 – 10 – Grain Upres
Module II – Week 04 – 11 – Gun RBD Sim
Module II – Week 04 – 12 – Caching the Render Geo
Module II – Week 04 – 13 – Setting the Croc Materials
Module II – Week 04 – 14 – Setting the Rest of the Materials
Module II – Week 04 – 15 – Croc Textures
Module II – Week 04 – 16 – Hunter Textures
Module II – Week 04 – 17 – Sand Material and Lights
Module II – Week 04 – 18 – Final Render Settings
Module II – Week 04 – 19 – Composite
Module III – Massive Control
Week 01 – Intro to Crowds
Module III – Week 01 – 01 – Introduction
Module III – Week 01 – 02 Macap Biped 3
Module III – Week 01 – 03 – Crowd Source and Simulation
Module III – Week 01 – 04 – Mixamo
Module III – Week 01 – 05 – Importing the FBX files
Module III – Week 01 – 06 – Agent Clips and Layers
Module III – Week 01 – 07 – Agent Prep and foot locking
Module III – Week 01 – 08 – Crowd Source with Input Points
Module III – Week 01 – 09 – Simple Crowd Sim
Module III – Week 01 – 10 – Pop Steer Forces
Module III – Week 01 – 11 – Tweaking some Parameters and Caching our Sim
Module III – Week 01 – 12 – Deleting Intersecting Agents
Module III – Week 01 – 13 – Randomising Textures
Module III – Week 01 – 14 – Finishing The Man Agents Textures
Module III – Week 01 – 15 – Adding the Woman Agents Textures
Module III – Week 01 – 16 – Final Render
Week 02 – Populating a Stadium
Module III – Week 02- 01 – Introduction
Module III – Week 02 – 02 – Recycling the Agent Prep
Module III – Week 02 – 03 – Updating the Clips
Module III – Week 02 – 04 – Clip Properties
Module III – Week 02 – 05 – Adding Vellum Geo as a Layer
Module III – Week 02 – 06 – Adding a Flag to the Man Agent
Module III – Week 02 – 07 – Importing the Stadium Geo
Module III – Week 02 – 08 – Creating the Source Points
Module III – Week 02 – 09 – Crowd Source
Module III – Week 02 – 10 – Building the Sim
Module III – Week 02 – 11 – Creating the Wave Effect
Module III – Week 02 – 12 – Simulating the Flags with Vellum
Module III – Week 02 – 13 – Style Sheets
Module III – Week 02 – 14 – Finishing the Man Textures
Module III – Week 02 – 15 – Finishing the Woman Textures
Module III – Week 02 – 16 – Setting the Camera
Module III – Week 02 – 17 – Setting the Lights
Week 03 – Plane Crash
Module III – Week 03 – 01 – Introduction
Module III – Week 03 – 02 – Recycling
Module III – Week 03 – 03 – Ragdoll Introduction
Module III – Week 03 – 04 – Creating the Collision Geometry
Module III – Week 03 – 05 – Cone Twist Problem Solving
Module III – Week 03 – 06 – Finishing the Constraints
Module III – Week 03 – 07 – Setting up the Dop Network
Module III – Week 03 – 08 Source Points
Module III – Week 03 – 09 – Constraining Agents to Other Bullet Objects
Module III – Week 03 – 10 – Animating the Plane
Module III – Week 03 – 11 – Preparing the Plane for Simulation
Module III – Week 03 – 12 – Using Pop Force to Move the Agents
Module III – Week 03 – 13 – Layering Forces
Module III – Week 03 – 14 – Adding the Camera Shake
Module III – Week 03 – 15 – Flickering Geo Lights
Module III – Week 03 – 16 – Finishing the Lights
Week 04 – Tornado and Ground Fracture
Module III – Week 04 – 01 – Introduction
Module III – Week 04 – 02 – Creating a New Project
Module III – Week 04 – 03 – Importing Clips
Module III – Week 04 – 04 – Foot Planting
Module III – Week 04 – 05 – Preparing the City
Module III – Week 04 – 06 – Preparing the Tornado
Module III – Week 04 – 07 – Crowd Source
Module III – Week 04 – 08 – Dop Network
Module III – Week 04 – 09 – Trigger Run to Ragdoll
Module III – Week 04 – 10 – POP Curve Force
Module III – Week 04 – 11 – Finishing the Forces
Module III – Week 04 – 12 – Better Object Avoid
Module III – Week 04 – 13 – Starting the Road Fracture Project
Module III – Week 04 – 14 – Crowd Source 2
Module III – Week 04 – 15 – DOP Sim with Animated Coliders
Module III – Week 04 – 16 – Object Distance Trigger
Module III – Week 04 – 17 – Pruning Agents
Module IV – Uncontrolled Chaos
Week 01 – Massive Billow of Smoke
Module IV – Week 01 – 01 – Introduction
Module IV – Week 01 – 02 – Introduction to Sparse Pyro
Module IV – Week 01 – 03 – Bare Bones Setup
Module IV – Week 01 – 04 – Adding Noise
Module IV – Week 01 – 05 – Adding Velocity
Module IV – Week 01 – 06 – Simulation Settings
Module IV – Week 01 – 07 – Microsolvers
Module IV – Week 01 – 08 – High Resolution Cache
Module IV – Week 01 – 09 – Camera and Mantra ROP
Module IV – Week 01 – 10 – Smoke Material
Module IV – Week 01 – 11 – Lights and Final Render
Week 02 – Corridor on Fire
Module IV – Week 02 – 01 – Introduction
Module IV – Week 02 – 02 – Importing the Camera and Geometry
Module IV – Week 02 – 03 – Pyro Source Spread
Module IV – Week 02 – 04 – Painting the Fuel and Temperature
Module IV – Week 02 – 05 – Pyro Source Spread 2
Module IV – Week 02 – 06 – Finishing the Source
Module IV – Week 02 – 07 – Building the DOP Network
Module IV – Week 02 – 08 – Refining the DOP SIM
Module IV – Week 02 – 09 – Adding a Collider and Shredding
Module IV – Week 02 – 10 – Adding More Microsolvers
Module IV – Week 02 – 11 – Final High Res Sim
Module IV – Week 02 – 12 – Starting the Ember Setup
Module IV – Week 02 – 13 – Finishing the Embers
Module IV – Week 02 – 14 – Embers Colour and Scale
Module IV – Week 02 – 15 – Fire material
Module IV – Week 02 – 16 – Lights
Module IV – Week 02 – 17 – Ember material
Module IV – Week 02 – 18 – Final render
Module IV – Week 02 – 19 – Comp
Week 03 – Helicopter Crash (Part 01)
Module IV – Week 03 – 01 – Introduction
Module IV – Week 03 – 02 – Importing the Geo and Camera
Module IV – Week 03 – 03 – Starting the Tail Emission Source
Module IV – Week 03 – 04 – Finishing the Tail Emission Source
Module IV – Week 03 – 05 – Building the Tail Smoke DOP Network
Module IV – Week 03 – 06 – Adding Micro Solvers
Module IV – Week 03 – 07 – Adding a Collider
Module IV – Week 03 – 08 – Adding the Rotor Velocity
Module IV – Week 03 – 09 – Caching the Tail Smoke Sim
Week 04 – Helicopter Crash (Part 02)
Module IV – Week 04 – 01 – Starting the Trails with a Pop Sim
Module IV – Week 04 – 02 – Finishing the Trail Source
Module IV – Week 04 – 03 – Building the Smoke Trail DOP Network
Module IV – Week 04 – 04 – Refining the Smoke Trails
Module IV – Week 04 – 05 – Finishing and Caching the Trail Sim
Module IV – Week 04 – 06 – Using the Divergence Field
Module IV – Week 04 – 07 – Adding Velocity to the Explosion
Module IV – Week 04 – 08 – Starting Work on the Floor Fire
Module IV – Week 04 – 09 – Bringing the Floor Fire into the Sim
Module IV – Week 04 – 10 – Adding Microsolvers and Caching the Explosion
Module IV – Week 04 – 11 – Lighting
Module IV – Week 04 – 12 – Materials
Module IV – Week 04 – 13 – Final Render
Module IV – Week 04 – 14 – Final Comp
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this is the fucking GLORIA
While Extracting Files Unexpected End Of Data error shows how to fix it
Error while extracting files.How to fix it? Is anybody have that same problem….
Greetings! Please help me out with the practice files, as they are not getting extracted with the current file type by 7zip. Many thanks mate 🙂
Greetings! Please help me out with the extraction of the practice files, as because the current file extension is not being processed by 7zip or WinRAR. Many thanks, mate 🙂
woked great for me
Please let me know how did you extract the practice files?
7z e file_name.7z.001
Did you download all files and then proceeded for extraction, mate?
correct, just make sure those are all in the same folder
Many thanks, I appreciate it!
bro the file is not extracting
I declare you my human prometheus! Sharing the fire of knowledge to us poor souls!
The download of the 7th part has been restricted, cant download.
fixed, please try again, thanks
hey works now, great! But these .7z files are unreadable. After removing digit number after, it becomes corrupted. Any idea? Thanks in advance.
help bro the file is not extracting
FIRST OF ALL, THANKS.
Secondly, are you guys also be uploading rebelway’s rest of the courses and update this course with the latest update?