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所在平台: Udemy |
课程主页: https://www.udemy.com/course/math-in-houdini-fx-vol-1/
课程评论:没有评论
**课程名称:Houdini FX 中的数学(第一卷)** **课程概述:** 本课程将深入探讨数学在视觉特效(VFX)制作中的核心作用,以及如何利用数学原理控制 Houdini FX 软件中的模拟行为。课程将重点介绍计算机图形学中常用的数学概念,并通过实际项目演示如何在 Houdini 中应用这些概念,例如演示点积(Dot Product)如何用于 Flip Fluid 模拟,叉积(Cross Product)如何创建风力曲线,以及矩阵(Matrices)如何控制速度和存储旋转数据等。课程旨在让学习者掌握 VFX 所需的数学知识,而非深入研究纯粹的数学理论。 **课程内容(部分):** 1. **向量介绍:** 向量在数学、物理学和计算机图形学(CG)中的作用和重要性。 2. **点积(Dot Product)讲解:** 点积的定义、公式、输入、输出、空间关系及局限性。 3. **点积与角度计算:** 在 Houdini 中使用点积计算两个几何体之间角度的简单示例。 4. **点积在 Flip Fluid 中的应用:** * 创建自定义力场属性以控制流体行为。 * 解决点积在流体模拟中的不足,并进行最终行为测试。 5. **叉积(Cross Product)讲解:** * CG 中应用叉积所需了解的概念,以及无需深究的部分。 6. **叉积与粒子模拟:** * 利用叉积实现动态力的指向,创建类似《冰雪奇缘》中的风力曲线效果。 * 向叉积添加随机向量,并实现每10帧更新向量。 * 为叉积差向矢量(direction vector)添加振幅,完成最终模拟。 * 使用 For Each SOP 将所有曲线按单一方向重新定向。 * 从曲线发射粒子,并结合 Time Shift 节点创建高级时间操纵表达式。 7. **矩阵(Matrix)应用:** * 使用矩阵旋转属性以保存旋转后的方向。 * 使用 Align Vex 节点生成矩阵,并创建属性存储重定向矩阵,通过矩阵和 For Each 实现高级重定向系统。 * 展示矩阵在修改粒子速度矢量方面的强大之处,相比无矩阵纯代码实现(需要20行)。 8. **正弦函数(Sine Function):** * 正弦函数的组成部分。 * 将两个正弦波叠加到一个简单的网格上。 9. **衰减求解器(Decay Solver):** * 衰减的概念及其不同类型。 * 在 Houdini 中创建衰减求解器模拟,用于衰减流体温度、粘度、布料湿润度等物理属性。 10. **范围(0-1)操纵:** 利用简单的点数表达式创建10种不同的复杂形状。
Hello Everyone,Description: This training demonstrates the big role of Math in creating visual effects and controlling the simulation behavior in Houdini FX animation software. I will cover many of the most popular math topics in computer graphics and I will show you how to apply these concepts inside Houdini with some cool projects. I will focus on what we need to know from math for using in VFX without diving into complex mathematical details as this training is not about pure math. I will show you how the Dot product can be used with the Flip Fluid, and how to create windy curves using the Cross product, and how the Matrices can determine the velocity and store the rotation data.....and many other features of using Math in Houdini.Lesson plan:1. Introduction to vectors - What is the vectors and, why we need it in math and physic and CG ?.2. Dot product definition - Introduction to Dot product equation in math: input, return, formula, spatial situation, deficiency of Dot product.3. Dot product and angle calculate - Simple example in Houdini for using Dot product to calculate angle between two geometry.4. Dot product inside flip fluid 01 - Create custom force attribute for controlling fluid behavior.5. Dot product inside flip fluid 02 - Solving deficiency in Dot product and final behavior test.6. Cross Product definition - Introduction to Cross product equation: what we need to know about Cross Product for using in CG, and what we don't need ?.7. Cross Product and particles 01 - Aiming dynamic force in particles by Cross product for creating windy curves (like frozen animation film).8. Cross Product and particles 02 - Adding randomizing vector to Cross product and update vector every 10 frames.9. Cross Product and particles 03 - Add amplitude to Cross Product direction vector and final simulation.10. Cross Product and particles 04 - Reorient all curves by one direction using For each SOP.11. Cross Product and particles 05 - Emitting particles from curves and creating advanced time manipulating expressions with time shift node.12. Matrix 01 - Rotate the attributes by Matrix to save the orientation after rotation.13. Matrix 02 - Generate Matrix using Align Vex Node and create attributes to store reorientation Matrix in, Create advanced reorient system using Matrices and For Each.14. Matrix 03 - Without Matrix it will need a code of 20 lines to do this effect, Modify particles velocity vector by rotation matrix.15. Sine Function 01 - What is the sine function parts in math.16. Sine Function 02 - Adding two sine wave to simple grid.17. Decay Solver 01 - What is the decay and what are the types of decay in life.18. Decay Solver 02 - Creating decay solver simulation in Houdini to decay physical attributes like fluid's temperature, viscosity and cloth's wetness….etc.19. Manipulate Rang[0-1] - Creating 10 different complex shapes from simple point number expression.