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所在平台: Udemy |
课程主页: https://www.udemy.com/course/mastering-waterfx-in-houdini-plane-crash-effect/
课程评论:没有评论
Coursera Houdini 流体模拟精通:飞机坠海特效课程总结 本课程面向 Houdini 初学者,旨在从零开始教授如何创建逼真的飞机坠海水面特效。课程将深入讲解 FLIP 流体模拟,从基础参数的含义和影响,通过大量不同参数值的对比测试,帮助学习者理解并掌握参数的运用,从而实现复杂的、大规模的流体模拟。 课程内容涵盖: * **FLIP 求解器入门:** 介绍 FLIP 流体仿真的基本流程和 DOP 网络,讲解求解器的基础参数。 * **模拟实现与参数调优:** 导入动画,设置模拟场景,并通过大量参数测试,精调碰撞和模拟效果。 * **白水模拟:** 深入学习白水模拟的技术,通过参数调整,为模拟添加逼真的泡沫效果。 * **高级网格化技术:** 学习能够保留精细细节的高级网格化方法。 * **Houdini 海洋工具的应用:** 掌握 Houdini 海洋工具,并将其与飞机坠海特效融合,营造无限海面的效果。 * **渲染与后期合成:** 学习流体场景的渲染技巧,包括灯光、材质设置,多通道渲染输出,以及在 Nuke 中进行后期合成,提升最终效果。 通过本课程的学习,学员将能够处理各类 FLIP 模拟,完成高精度、大规模的模拟,控制白水效果,并渲染输出令人惊叹且逼真的场景,为自己的作品集增色。课程使用 Houdini 18,但内容对 Houdini 20 也同样适用。 总时长:6小时43分钟。
Are you a Houdini beginner? Your knowledge in simulating water in Houdini is so little or you don't even have any, aren't you? Don't you wanna create a simulation like the one in the promo video?In this course, we will create this simulation and this render!Now, take a journey through the world of FLIP simulations from zero to hero, we will start with the very basics explaining every parameter. For each parameter we will compare four simulations with four different values to be able to spot the function of the parameter, how it changes the simulation and how to use it to get the look what we want. After we finish the Helicopter crash in the water, we will use advanced techniques to simulate the explosive wave then mixing it with the crash to get this gorgeous result. After you finish this course, you will be able to do your own complex big scale simulation, simulate and control whitewater, and render a marvelous amazing scene that looks very realistic to enhance your showreel!BIG NOTE: In this course, Houdini 18 is used, but pretty everything in this course can be applied exactly in the same way in Houdini 20!By the end of this course you will be able to:- Deal with any kind of flip simulations - Do your complex high-end big scale sim with secondary whitewater.- You will learn about every important parameter in the FLIP solver and whitewater solver and see many tests with different values to recognize how each parameter changes the look of the sim.- You will learn high quality meshing technique to achieve the best look of your sim.-You will get used to Houdini ocean tools then mix them with your crash effect to make the simulation happen in an infinite ocean. - You will learn how to render a perfect looking scene in multiple layers (render passes).- You will learn how to do compositing of your scene, ex...how to merge the render layers and use them to enhance the final outcome of your scene using Nuke.Total duration: 6:43 HoursPar 1: Introduction to FLIP SolverIn this chapter we are gonna use the shelf tools for doing simple flip fluid sims of a sphere falling in the water discussing how the pipeline of the fluid sims work in the DOP network and some of the basic parameters in the solver.Part 2: Simulation On The RunIn this chapter where we will import our animation in Houdini, create our flip tank of the simulation and get everything ready for the sim , then we are going to do a lot of tests on different parameters to reach the result we want.We are going to tweak our collision and simulation by controlling the powerful parameters of the solver.Part 3: Whitewater SimulationIt's time to do a cool whitewater sim to enhance the look of our simulation and to add the beautiful foamy looking to our render.This will involve a lot of tests of different parameters digging very deep into the different parameters that will help us modify our whitewater simulation.Part 4: Different Meshing MethodsIn this chapter we are going to use a very advanced way to mesh our sim trying our best to conserve the small details.Part 5: Houdini ocean toolsIn this section, we will master Houdini ocean tools and integrate it with our simulation to get a cool final result.Part 6: Rendering and final compositingWe are going to render the scene for compositing. This chapter will cover the principles of rendering fluid scenes and the management of our render passes to get the full benefit of them. We will begin by adding lights and making shaders, then finally, we are going to render different passes and composite them in Nuke.