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Intro to Houdini for FX Artists

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Release date:2019, July

Author: Saber Jlassi , Igor Zanic & Urban Bradesko

Skill level:Beginner

Language:English

Exercise files:Yes

This workshop has been completely updated with an entire new project that involves a building destruction and lots of particle based, smoke, pyro and rbd FX.
This new content is going to be used as an example to show students how the provided knowledge can be used to create a finished fx shot.
This new content will also be used to provide updates to everything Houdini 18 has to offer.
Due to this update and extra content the workshop is now much bigger and denser, approximately 14 weeks packed onto 10 weeks and we will provide guiding video on how to work through the content effectively.
The goal of this workshop is to get someone who never used Houdini before to become comfortable with the application and it’s various layers as-well producing high quality FX.
Notes: we are still working on the content and we may add or remove few topics depending on what we think is best for the student.
The promo trailer uses a lot of nuke compositing and in this workflow we will show a simple composite of everything, a more advanced/dedicate nuke workshop will cover compositing these types of shots/fx in more details.

Description:
This course is designed for people who have a good understanding of CG and interested in gaining a full understanding of Houdini and how to properly utilize it’s capacity to create particles FX, water simulation, destruction and volume simulation.The course will also cover in depth how to render the various FX elements and how to composite them using Houdini COPs
We will be creating a variety of FX and with each topic we will cover a specific part of Houdini and learn how to work with a handful of nodes
We will have an interior scene to start with where we will design various particle while learning how create complex visuals and understand how particle simulation works
We will then continue and start choreographing the destruction of this environment and learn how to fracture geometry and use Bullets
Once we destroy our environment we will create a huge flooding to understand and learn how water simulation works in Houdini
Then we will learn how to use volume and smoke simulation to create various smoke based FX to enhance what we’ve created in week 2
We will learn how to shade and render a variety of FX, including particles, volumes and water using mantra
After all the fx creation and rendering we will learn how to composite all these passes using Houdini COPs.
By the end of the 8th week the student should acquired a very deep understanding of how Houdini works and be able to create and render Particles FX, water simulation, destruction.

Disclaimer:
This workshop contains lot more information and the weekly breakdown is just the highlights.
Assignments and weekly lecture are very very demanding and can be challenging to new Houdini comers.
It is required that the student have a very good CG background in shading and lighting.

WEEK1 –
Intro to proceduralism and Houdini’s interface
Maya vs Max vs Houdini, transition and differences
Intro to Houdini contexts
Intro to vex and pointvops
How to get the most out of the workshop
A deeper look at the various fx to be created and how to plan for the various assignment
Hardware requirement
NEW: Houdini 18, new features and what we should focus on
NEW: A look at the new FX Building project.
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WEEK2 —
Intro to pops
An introduction to Designing FX
Timing & Layering
Create a simple procedural system that uses path finding to create various particles streams
Create various FX elements using POPs
Particles Caching and optimization
NEW: FX Energy design and prototyping the look
NEW: Simulation setup
NEW: Guiding particles and creating intelligent paths and Colliders
NEW: Shockwave design, approach and execution

WEEK3 —
Intro to Houdini volumes and vdb manipulation.
Intro to Dops and smoke solver
Create various smoke elements to enhance all the particles FX created week 2
Volume caching and optimization
NEW: Creating magical explosion
NEW: Adding more FX layers to the shockwave
NEW: Using smoke simulation to enhance particle simulation

WEEK4 —-
Intro to mantra
Intro to shading in mantra
Shading all the particles FX previously created
Rendering the environment and setting up all the passes need to render our particles FX
Intro to cops in Houdini
NEW: Buildings, streets and environment rendering
NEW: Initial particle rendering
NEW: Introduction To Compositing

WEEK5 —–
Intro to Bullets and constraints
Fracturing using voronoi and boolean
What is convex decomposition
Edge displacement and high-res interior
Create the constraint
Simulate the rbd
Caching the rbd and optimisation
Setup a workflow for using lowres/higer geometry for simulation vs rendering
NEW: Houdini 16/17 and 18 and how to transition
NEW: When to use sop level solvers vs dop level solvers
NEW: Creating the building destruction setup
NEW: Building destruction setup and tweaking

WEEK6 ——
Create various debris systems using particles and bullets.
Create smoke trail simulation using pops and smoke solver
Create a smoke sim to use as an air field for particle advection.
NEW: Adding debris trails for buildings to enhance the overall visual

WEEK7 NEW——
NEW: Rendering all the additional elements needed
NEW: Balancing and tweaking.
NEW: Putting everything together

WEEK8 ——
Intro to flipfluids in Houdini
Prepping the geometry for flip fluids and collision
Create Custom forces to enhance the flip fluid sim
Create the Highres sim
Meshing in Houdini
Intro to whitewater in Houdini
Create whitewater source
Create a highres foam simulation including, bubbles, spray and foam.
NEW: Houdini 18 workflow/changes and how to transitio

Watch online or Download for Free

Week 01
01_intro
02_houdini_versions
03_proceduralism
04_houdini_structure
05_houdini_interface
06_houdini_data
07_houdini_maya_3dsmax
08_manipulating_geometry
09_myth_about_proceduralism
10_procedural_example
11_square_to_circle
12_animated_curve
13_portal_procedural
14_nurbs_tricks1
15_nurbs_tricks2
16_timing
17_hardware
18_assignment

Week 02
00_intro
01_week2_content_explained
02_vex_and_numbers
03_math_intro
04_intro_to_pops
05_particle_flow
06_statue_prep
07_curves_setup
08_improve_emisison
09_magic_fx_city
10_better_paths
11_switching_system
12_meteor_trail
13_impact
14_layering_fx
15_review
16_portal_circle
17_custom_attraction
18_portal_circle_part2
19_adding_curve_id
20_post_processing
21_advanced_attraction
22_advanced_curve_expansion
23_advanced_curve_expansion_part2
24_assignment

Week 03
00_intro
01_volumes
02_vdb
03_volume_noise
04_smoke_sim_part1
05_adding_velocity
06_SDF
07_advanced_emission
08_fast_moving_object
09_velcotiy_field
10_custom_point_advection
11_smoke_sim_portal
12_advecting_particles
13_rolling_dust_idea
14_assignment

Week 04
00_intro
01_mat_context
02_mantra
03_custom_shader
03_custom_shader_part2
04_particle_shading
05_translucent_look
06_translucent_look_part2
07_portal_shading_look1_part1
07_portal_shading_look1_part2
07_portal_shading_look3_secret
08_raytraced_look
09_cables_prepp
10_cables_part2
11_cables_target
12_cables_collision
13_wire_sim
14_animated_lights
15_lighting_cables_scene
16_COMPOSITING
17_assignment

Week 05
00_intro
01_destruction_workflow_explained
02_geo_prep
03_constraints
04_pin
05_environment_destruction_part1
06_environment_destruction_part2
07_environment_destruction_part3
08_environment_destruction_part4
09_wood_and_highres_interior
10_assignment

Week 06
01_intro
02_debris_sourcing
03_debris_from_moving_objects
04_debris_src_houdini
05_debris_src_houdini_part2
06_smoke_trail_source
07_smoke_trail_simulation
08_airfield_simulation
09_airfield_simulation_part2
10_particles_rendering
11_particles_rendering_part2
12_volume_shading
13_overlay
14_adv_volume
15_assignment

Week 07
00_intro
01_flip_workflow
01_intro
02_flip_workflow
03_flip_workflow_meshing
04_statue_rise_setup
05_adding_forces
06_flip_solver_settings
07_preview
08_whitewater_solver_setup
08_whitewater_workflow
10_whitewater_solver_import
11_assignment

Week 08
01_intro
02_workflow_theory
03_water_workflow_in_houdini
04_water_shading
05_water_volume
06_fake_caustic
07_foam_and_bubbles
08_compositing
09_review
10_conclusion

Resources.7z


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15 Comments

  1. Very Excellent Course . But can I suggest changing the course picture as it is from a different course named “Intro to FX Using Houdini”
    by CGMA and if you could upload that course too that would be so helpful. Thanks and really appreciate your work.

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