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CGCircuit - Multi Layered Destruction in Houdini
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CGCircuit - Multi Layered Destruction in Houdini


胡迪尼的多層破壞教程。在本課程中,我們將學(xué)習(xí)如何創(chuàng)建汽車(chē)穿過(guò)墻壁的詳細(xì)模擬教程。


專(zhuān)為初學(xué)者和中級(jí)學(xué)生設(shè)計(jì),我們將專(zhuān)門(mén)研究如何安裝Quixel bridge,以便使用Megascans資產(chǎn)來(lái)建造我們的墻。我們還將研究幾種在Houdini中實(shí)現(xiàn)ACES以進(jìn)行專(zhuān)業(yè)色彩管理控制的方法。


我們將考慮創(chuàng)建一個(gè)可重復(fù)使用的數(shù)字資產(chǎn),以制作具有UV和表面細(xì)節(jié)的磚墻。然后,我們將利用此資產(chǎn)并制作一套完整的布景,包括窗戶(hù)和門(mén)。


我們將斷開(kāi)所有內(nèi)容,然后通過(guò)復(fù)雜的約束來(lái)設(shè)置模擬。


接下來(lái),我們將利用各種技術(shù)添加多個(gè)不同的細(xì)節(jié)層。

這些將是粒子模擬,機(jī)場(chǎng)和塵埃的火焰兵模擬,我們還將研究發(fā)射RBD以添加額外的小部件。


然后,我們將查看 USD 和 SOLARIS,以便設(shè)置渲染場(chǎng)景。


然后,我們將研究如何使用 materialX 和新的 XPU 火焰著色器,以便我們可以利用 KARMA 的新(測(cè)試版)XPU 功能,從而大大加快渲染時(shí)間。


high.jpg


CGCircuit - Multi Layered Destruction in Houdini


In this course, we will learn how to create a detailed simulation of a car driving through a wall.


Designed for beginner and intermediate students, we will specifically look at how to install Quixel’s bridge in order to use a Megascans asset to build our wall. We will also look at a couple of ways to implement ACES in Houdini for professional color management control.


We will look at creating a reusable digital asset to make a brick wall complete with UV’s and surface detail. We will then take this asset and make a set complete, with windows and a door.


We will fracture everything and then set up the simulation with sophisticated use of constraints.


Next, we will add multiple different layers of details by utilizing various techniques.

These will be particle simulations, Pyro simulations for airfields and dust and we will also look at emitting RBD’s to add additional small pieces.


We will then look at USD and SOLARIS in order to set up the scene for rendering.


We will then look at using materialX and the new XPU pyro shader so that we can utilize the new (beta) XPU feature of KARMA which greatly accelerates rendering time.


Main Takeaways

How to set up ACES in houdini

How to use COPS to convert textures in ACES colour space

How to install Quixel bridge into Houdini to use megascans assets

How to make a digital asset

How to fracture different material types such as glass, wood and concrete.

How to setup sophisticated constraint networks to control the fracture of different material types.

How to make accurate collision objects for the simulation.

How to implement other passses to add further levels of detail to the shot.

How to use debris source node

How to use POP grains

How to use Pyro solver

How to create an air field to improve interaction between elements.

How to make custom pyro emitters

How to make a dust pass using pyro tools.

How to optimizie the simulation for caching

How to bring Houdini scene in SOLARIS

How to convert shaders into materialX

How to implement KARMA XPU


描述:

標(biāo)簽: 胡迪尼 Houdini 特效 動(dòng)力學(xué) 教程 動(dòng)畫(huà) 破碎
分類(lèi):教程 > 3D教程 > Houdini
發(fā)布:CGer | 查看: | 發(fā)表時(shí)間:2023/9/5 13:31:51 | 更新時(shí)間:2025/4/5 11:45:10

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