Houdini Fx Secret Learning Path Step By Step Guide For Fx - Printable Version +- Softwarez.Info - Software's World! (https://softwarez.info) +-- Forum: Library Zone (https://softwarez.info/Forum-Library-Zone) +--- Forum: Video Tutorials (https://softwarez.info/Forum-Video-Tutorials) +--- Thread: Houdini Fx Secret Learning Path Step By Step Guide For Fx (/Thread-Houdini-Fx-Secret-Learning-Path-Step-By-Step-Guide-For-Fx) |
Houdini Fx Secret Learning Path Step By Step Guide For Fx - SKIKDA - 10-22-2023 Published 10/2023 MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz Language: English | Size: 16.53 GB | Duration: 20h 9m houdini tutorial for FX What you'll learn You will have solid knowledge on how to use Houdini In this course, you'll learn how to use Houdini, a 3D software, even if you're a complete beginner. We'll cover everything from the basics, like how to start Ho Creating procedural FX with Houdini Creating Smoke and Fire Simulations with Houdini Creating Particle Simulations in Houdini Requirements No previous houdini knowledge necessary No programming knowledge ( i will teach vex and programming from scratch zero level ) basic concept of any 3d software Description Learning Houdini can be tough, and many people give up within a couple of months because it feels complex and time-consuming.The main reason is they dont know the right track and right path to learn houdini.you cant start learning houdini in a random manner like other software. You need a specific correct right path to learn. When people start with learning Houdini, most people expect tutorials to create big, Hollywood-style scenes with incredible detail and breathtaking results from the day 1. But I don't focus on these Hollywood-level tutorials. They don't teach you the important stuff; instead, they make you spend more time doing things rather than understanding the core concepts. Rather than teaching houdini they are just advertising themselves and making you feel even harder to learn houdini. In the end with those kind of tutorial you will become frasturated, hopeless and depressed. Always start learning houdini from basic core concept.Houdini works differently from 3ds Max, Maya, Blender, or Cinema 4D. No matter how experienced you are with those and how much years you have experience in those 3d software, it doesn't matter in Houdini because you have to start from zero level .This houdini is more like a backend software .Think of Houdini as the 'backstage' software. You have to build most things yourself because there aren't always ready-made buttons or menus for what you want to do. Other 3d software do have ready made button for specific task but this doesnt apply to houdini but the fantastic thing is that Houdini allows you to do this using scripting with Wrangle and Python. For instance, there might not be an easy menu option to make an object gradually disappear over time. In Houdini, you need to figure out a different way.To learn Houdini, you need to change your mindset. Instead of focusing on the 'front' like in other 3D software, you need to think more like Houdini, focusing on the 'back.'One big reason people give up on learning Houdini is that they don't have the right path to follow. You can't expect to start creating complex effects like candles, explosions, fireworks, particles, rain, or water right away. In other 3D software, you might create something impressive within a week of learning. But in Houdini, it's different. Even after a month of learning, you're likely just beginning to understand how Houdini works, let alone creating a full FX showreel.So, in other 3D software, you can start making simple simulations within a week, but in Houdini, after a week of learning, you'll mostly be grasping the workflow and procedural aspects. That's the reality."So i have made the houdini learning path step by step guide with the correct right track to learn houdini from basic level to become FX artist . Overview Section 1: Trailer Lecture 1 Trailer Section 2: ( STEP 1 ) Houdini Essential Training Lecture 2 Introduction Lecture 3 The User Interface Lecture 4 Desktops and Projects Lecture 5 Creating and Transforming Geometry Lecture 6 Using The Interactive Transform Tools Lecture 7 The Handle Tool and Viewport Arrangement Lecture 8 The Network View and Understanding Contexts Lecture 9 Further Understanding Contexts Lecture 10 Importing Geometry, Display Modes and the Parameter View Lecture 11 Understanding Scene Scale Lecture 12 The Tool menu and Value Ladder Lecture 13 Making Selections and Working With the Edit Node Lecture 14 The Edit Node in Practice Lecture 15 Basic Modeling Tools Lecture 16 The Poly Extrude Tool Lecture 17 Ghosting Objects and the Polycap Node Lecture 18 expression Lecture 19 polybridge tool Lecture 20 Features of the Poly Bridge Tool Lecture 21 Spine Shape, Pairing Shift, and Bridge Lecture 22 Sub-dividing and Edge Loops Lecture 23 Using Expressions to Animate Wheel Rotation Lecture 24 Editing the Parameter Interface Lecture 25 Duplicating With the Copy Node Lecture 26 Understanding Attributes, Primitives, Points, Vertices Lecture 27 Normal Attributes Lecture 28 UV Mapping Attributes Lecture 29 Adding Materials Using Groups Lecture 30 Advanced Group Creation Lecture 31 Applying Materials Lecture 32 Visualizing and Editing Groups Lecture 33 Lights, Camera, Mantra Lecture 34 modifying Existing Principled Shaders Lecture 35 Customizing the Generic Principled Shader Lecture 36 merging different scene Lecture 37 Animating With Keyframes Lecture 38 Animating Without Keyframes Lecture 39 initial state and collision geometry Lecture 40 RBD physical property friction and bounce Lecture 41 Preparing the Scene For Dynamics Lecture 42 Adjusting Bounce and Friction Lecture 43 Pre-fracturing Geometry Lecture 44 final output Section 3: ( STEP 2 ) Basic concepts of VOP Lecture 45 Introdcution to VOP and your first step in it Lecture 46 Manipulating, controlling and animating vop parameter Lecture 47 Displace objects with noise Lecture 48 attribute promote and poly extrude Lecture 49 worley noise, group range and extrusion Lecture 50 Division, integer to float, controlling extusion with map part 1 Lecture 51 Division, integer to float, controlling extusion with map part 2 Lecture 52 creating basic electric Lecture 53 create, delete, promote bind, from map and overview Lecture 54 hand paint attribute and scattering bu attribute Lecture 55 controlling the scattering copies with VOP Section 4: ( STEP 3 ) Introduction to VEX for non programmer / non coder Lecture 56 Intro Lecture 57 variable and attribute Lecture 58 attribute flows downward nodes to nodes Lecture 59 manipulating variable and attribute Lecture 60 list of predefined attributes names and functions Lecture 61 attributes and functions in practise Lecture 62 chramp function Lecture 63 fit and rand function Lecture 64 getting more familiar with attributes and functions Lecture 65 understanding if and else Lecture 66 color change with if and else Lecture 67 practising if and else more Lecture 68 creating our own custom function from scratch Lecture 69 printf houdini console Lecture 70 understanding array Lecture 71 for loops part 1 Lecture 72 for loops part 2 Lecture 73 forEach loop Lecture 74 while loops Lecture 75 transfaring attributes from detail to points Lecture 76 run over priority and veclocity attributes Lecture 77 hoisting Lecture 78 copy to points, scale, id ptnum Lecture 79 scatter building Lecture 80 conclusion Section 5: ( STEP 4 ) Prefracturing for Rigid body Simulation Lecture 81 Introduction Lecture 82 the name attribute Lecture 83 Surface Vs volume Lecture 84 create pattern with voronoi Lecture 85 Creating Bricks With Voronoi Lecture 86 Clustering Voronoi Cells Lecture 87 adding interior detail Lecture 88 creating wood splinter Lecture 89 art directable prfracture with boolean Lecture 90 The Rbd Material Fracture Node Explained Part 1 Lecture 91 The Rbd Material Fracture Node Explained Part 2 Lecture 92 Fracturing the water tank tower Lecture 93 glass fractured Lecture 94 wood fracture Lecture 95 rbd exploded view Lecture 96 chipping Lecture 97 custom mesh Lecture 98 fixing transparent prefacture objects Section 6: ( STEP 5 )Introduction to Rigid body simulation Lecture 99 RBD sim overview with shelf.mp4 Lecture 100 inital state andn collision Lecture 101 RBD physical properties Lecture 102 creating constraint with shelf menu Lecture 103 constraint with RBD material Fracture Lecture 104 The RBD sop solver Lecture 105 RBD configure operator Lecture 106 constaint and collision Lecture 107 multiple constraint Lecture 108 forces Lecture 109 guided RBD simulation Lecture 110 guided rbd sim parameters Lecture 111 Preparinig packed objects Lecture 112 Set active attribute Lecture 113 building constaint Lecture 114 redefining constraint Lecture 115 deleting constraint by animating delete box Lecture 116 animating constraint Lecture 117 collision geometry Lecture 118 hit object Lecture 119 The transfor pieces node and caching the sim Section 7: ( STEP 6 ) Basic Introduction To Particles Lecture 120 Emission Geometry And Sourcing Parameters Lecture 121 forces Lecture 122 mass Lecture 123 Setting Life Attribute From Sops Lecture 124 Color And Alpha Lecture 125 Pscale And Rendering Particles Lecture 126 Quick Rbd Setup Lecture 127 Emission From Disconnected Geometry Lecture 128 Time Blending Fast Moving Geometry Lecture 129 Emission By Speed Lecture 130 Emission By Distance Lecture 131 Emission By Time Lecture 132 Instancing Geometry Lecture 133 Adding Random Color And Materials Lecture 134 Adding Spin To Particles Lecture 135 Randomizing Instances Lecture 136 setup Lecture 137 grain source Lecture 138 setting up the grain Lecture 139 collision geometry Lecture 140 grain clump and force Lecture 141 cache, color, light and render Section 8: ( STEP 7 ) Basic Of Pyro Sparse Lecture 142 overview of this lessons Lecture 143 quick tour to sparse pyro shelf tool and preset Lecture 144 Smoke sourcing part 1 pyro source Lecture 145 Smoke sourcing part 2 point velocity Lecture 146 Smoke sourcing part 3 volume rasterize attributes Lecture 147 Pyro solver basics part 1 Lecture 148 Pyro solver basics part 2 Lecture 149 Pyro solver basics part 3 Lecture 150 Dust trails part 1 Lecture 151 preparing source geometry part 1 Lecture 152 Preparing the source geometry part 2 Lecture 153 Scattering by area Lecture 154 Sourcing density and temperature Lecture 155 Creating a dop sparse pyro network Lecture 156 Fade density source and limit domain size Lecture 157 Dust simulation shaping Lecture 158 adding collision Lecture 159 Creating the burn attribute Lecture 160 Creating the temperature attribute, pscale, scatter point etc Lecture 161 Creating fire with the pyro solver Lecture 162 Adding forces and microsolvers Lecture 163 Fire look development Lecture 164 Spreading fire Lecture 165 emitting smoke from flame Section 9: ( Step 8 ) Introduction To Vellum Grain Lecture 166 vellum source Lecture 167 vellum grain simulation Lecture 168 procedural vellum source Lecture 169 preparing VDB for collision Lecture 170 grain simulation Lecture 171 setting attributes Lecture 172 attribute transfer Lecture 173 sop solver part 1 Lecture 174 sop solver part 2 Lecture 175 caching Lecture 176 lighting and material part 1 Lecture 177 lighting and material part 2 Lecture 178 mantra Lecture 179 fixing size with pscale Section 10: ( Step 9 ) Basic Introduction to liquid and fluid simulation Lecture 180 your first set up of Liquid Simulation Lecture 181 Sourcing with SOP objects Lecture 182 Adding collision geo for water Lecture 183 dynamically adjusting domain grid and adding drag to sim Lecture 184 Adding point velocity Lecture 185 compress and cache to disk Lecture 186 Meshing Lecture 187 fill glass with water Lecture 188 collision with glass Lecture 189 continously flow water to fill glass with water Lecture 190 caching and meshing water sim Lecture 191 geometry affecting water with incoming velocity Lecture 192 ocean source Lecture 193 rbd collision setup for splash.hip Lecture 194 creating splash and adding important settings.hip Lecture 195 adding forces and caching to disk Lecture 196 Loading in the cache and review results Lecture 197 understanding white water Lecture 198 creating emit volume from scratch Lecture 199 creating emit volume with white water node Lecture 200 white water solver setup Lecture 201 turning on bubble, foam, spray attribute Lecture 202 manipulating foam Lecture 203 Using simple vex to control certain areas of the simulation Lecture 204 caching white water Any one who have passion to learn Houdini and become fx artist. 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