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「Houdini 16基础入门培训课程Houdini Essential Training」

 4年前  •   其他各类教程  •     •   928  •   0

Houdini 16拥有强大的端到端3D生产工具,从光影视觉效果到程式化的运动图形。在这门课程上, Scott开始为你提供一个坚实的 Houdini基础。首先,他介绍了界面,包括全局动画选项、命名法、视图端口和显示节点。接下来,他介绍了核心几何和动画概念,其次是灯光、阴影和使用Houdini Mantra renderer渲染器渲染技术。一旦你有了这些基本的3D技能, Scott就会转向粒子和volumes,这是包装中最赞的强项。他概述了合成的组合上下文,在这里您可以创建用于跨所有上下文的过程的程序化图像。在市场上有大量的3D内容创建工具,每一个都有自己的优点和优点。 Houdini是3D内容创建的主要软件,它提供了一个工作流,允许强大的实验、系统的可重用性,以及构建一系列资产和动画的整个过程。

There’s a multitude of tools for 3D content creation on the market, and each has its own advantages and merits. Houdini—a leading package for 3D content creation—offers a procedural workflow that allows for powerful experimentation, system reusability, and overall process efficiency in building an array of assets and animations. While known for its VFX strengths, Houdini has powerful tools for end-to-end 3D production for projects ranging from photorealistic visual effects to stylized motion graphics. In this course, Scott Pagano starts from the ground up to provide you with a solid foundation in Houdini. First, he takes you through the interface, covering topics such as global animation options, nomenclature, and viewport and display nodes. Next, he covers core geometry and animation concepts, followed by lighting, shading, and rendering techniques using the Houdini Mantra renderer. Once you have those primary 3D skills under your belt, Scott moves on to particles and volumes—some of the package’s most lauded strengths. He wraps up with an overview of the package’s compositing context, where you can create procedural imagery useful for processes across all contexts.
001 Welcome
002 What you need to know
003 Exercise files
004 Navigation
005 Viewport and display modes
006 Panes
007 Desktops
008 Preferences
009 Display options and visualizers
010 Global animation options
011 Nomenclature
012 Network view
013 Node flags
014 Geometry spreadsheet
015 Tree view
016 Shelf Tools
017 Object vs. suface context
018 Geometry types
019 Viewing standard attributes
020 Selection
021 Grid and snapping
022 Basic box up modeling
023 Polysplit and edge loops
024 Clip and mirror
025 Polybevel and divide
026 Curve SOP
027 UV unwrap
028 Creating groups
029 Creating attributes
030 Copy SOP
031 Copy SOP with template attributes
032 Copy SOP with stamping
033 Packed feometry
034 Geometry with VDBs
035 VOP SOP
036 Subnetworks
037 Caching geometry
038 Export Alembic
039 Import Alembic
040 Keyframes
041 Animation editor
042 CHOP networks
043 Expressions in parameters
044 Noise and filtering
045 Copy stamp channels
046 Apply copy stamp channels
047 Channel SOP
048 Importing animation into CHOPS
049 Cache animation data
050 Cameras
051 Flipbooks
052 Mplay
053 IPR rendering
054 Basic mantra settings
055 Mantra quality settings
056 Render passes, AOV
057 Open GL ROP
058 Geometry ROP
059 FBX ROP
060 Alembic ROP
061 Assigning materials
062 Principled shader
063 Using textures
064 Displacement
065 Basic custom shader
066 Subdivision settings
067 Light types – Point and spot
068 Light types – Distant
069 Light types – Area
070 Light types – Environment and HDR
071 Sun and sky lighting
072 Light bank and light linking
073 Rigid body dynamics setup
074 Adding objects to the simulation
075 Changing dynamic object types
076 Collision geometry fundamentals
077 Refining dynamics network
078 RBD active node
079 Caching simulation results
080 Applying lo-res sim to hi-res geometry
081 Wire simulation setup
082 Refining wire simulation
083 Deforming geometry with wires
084 Creating velocity attribute on objects
085 Emitting particles from objects
086 Emitting particles from attributes
087 Refining particle simulation
088 Caching particles
089 Post-simulation color modification
090 Rendering particles
091 Emitting smoke from an object
092 Refining smoke simulation
093 Key fluid simulation nodes
094 Caching output
095 Pyro Shader
096 Render scene overview
097 Compositing layers
098 Rendering output
099 Next steps

 

Houdini 16基础入门培训课程Houdini Essential Training

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