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Houdini Fx Secret Learning Path Step By Step Guide For Fx

Category: Courses / Design
Author: DrZero
Date added: 22.10.2023 :30:17
Views: 10
Comments: 0










Description material

Houdini Fx Secret Learning Path Step By Step Guide For Fx

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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