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Houdini The Geometry Essentials Collection

سرفصل های دوره

01
  • 01. Creating Primitive Geometry - Create at object level vs create in context
  • 02. Creating Primitive Geometry Objects - Viewport Handles
  • 03. Geometry Components Part 01 - Points, Edges, and Primitives
  • 04. Geometry Components Part 02 - Vertices
  • 05. Component Numbers
  • 06. Connecting Points - Curves
  • 07. Disconnecting and Reconnecting Points
  • 08. Vertices Control Connectivity
  • 09. Connecting Points - Particles to Surfaces
  • 10. Closed Curves are also Polygon Surfaces
  • 11. Every Polygon Face is also a Closed Curve
  • 12. Drawing and Editing Polygons Using the Curve SOP - Part 1
  • 13. Drawing and Editing Polygons Using the Curve SOP - Part 2
  • 14. Drawing and Editing Polygons Using the Curve SOP - Part 3
  • 15. Open and Closed Polygons - Part 1 - The Ends SOP
  • 16. Open and Closed Polygons - Part 2 - The Crucial Role of Vertices
  • 17. Open and Closed Polygons - Part 3 - Rendering Curves
  • 18. Open and Closed Polygons - Part 4 - Rendering Wireframe Geometry
  • 19. Polymodelling Tools on Polygon Curves
  • 20. Polygon options on Primitive Object Nodes
  • 21. Drawing Bezier Curves
  • 22. Editing Bezier Curves - Points and Tangency
  • 23. Editing Bezier Curves - Segments
  • 24. Editing Bezier Curves - Rounded Corners
  • 25. Working with Bezier Curves - Reference Images
  • 26. Working with Bezier Curves - Tracing a Profile
  • 27. Working with Bezier Curves - Modelling
  • 28. Working with Bezier Curves - Resampling Bezier Curves to Polygons
  • 29. Optimising Curves with the Refine SOP
  • 30. How Bezier Curves work - Order and Degree
  • 31. How Bezier Curves work - Components
  • 32. Editing Bezier Curves - Curve SOP vs Edit SOP
  • 33. Editing Bezier Curves - Procedural Nodes vs Non-Procedural Nodes
  • 34. Editing Curves Procedurally
  • 35. Animating Curves
  • 36. Comparing Nurbs Curves to Bezier Curves
  • 37. Nurbs Curves - Order - Part 1
  • 38. Nurbs Curves - Order - Part 2
  • 39. Drawing and Editing Nurbs Curves Using the Curve Node
  • 40. Nurbs Curves - Point Weight
  • 41. Auto Bezier Draw Mode
  • 42. Generating Nurbs and Bezier Curves Procedurally - The Fit Node
  • 43. Parametric Space
  • 44. Parameterisation - Part 1 - Uniform vs Chord Length
  • 45. Parameterisation - Part 2 - Chord Length and Centripetal
  • 46. Nurbs and Bezier Surfaces - Part 1 - Cross Section Curves
  • 47. Nurbs and Bezier Surfaces - Part 2 - Parametric Space
  • 48. Comparing Nurbs and Bezier Curves to Polygon Curves
  • 49. Using Polygon Curves Like Nurbs Curves - Subdivision Curves
  • 50. Interpolating Curves - Nurbs and Beziers vs Polygons
  • 51. Converting Polygon Faces to Nurbs Surfaces
  • 52. Bilinear Mesh
  • 53. Polygon Soups Part 01 - Memory and Disk Space
  • 54. Polygon Soups Part 02 - Benefits and Limitations
  • 55. Quadratic Primitives

  • 02 - Attributes - Principles, Normals And Vectors
  • 01. What Are Attributes
  • 02. An Analogy For Attributes
  • 03. The Position Attribute and the Geometry Spreadsheet
  • 04. Attribute Class
  • 05. Creating and Manipulating Attributes
  • 06. Attribute Types
  • 07. Attribute Create Node
  • 08. Attribute Type Qualifier - Attribute Meaning
  • 09. What Are Normals
  • 10. Calculating and Adding Vertex Normals
  • 11. Normal Weighting Methods
  • 12. Creating Attribute Visualisers
  • 13. Remapping Values and Per Component Ramps
  • 14. Using Colour to Visualise Normal Interpolation Across Primitives
  • 15. Adding The Normal Attribute vs Auto Generate
  • 16. Attribute Mismatch
  • 17. Default Attribute Values
  • 18. Drawing Vectors
  • 19. Vector Visualisation - Markers
  • 20. Unit Vectors
  • 21. Unit Vectors Part 02
  • 22. The Copy To Points Node
  • 23. Using Normals to Orientate Geometry
  • 24. Adding Randomisation to Attributes
  • 25. Attribute Randomise - Visualising the Distribution
  • 26. Polygon Winding Order
  • 27. Reversing Vertex Order Using the Reverse Node
  • 28. Shifting the Vertex Order
  • 29. Reversing Vertex Order Vs Reversing Normals - Part 01
  • 30. Reversing Vertex Order Vs Reversing Normals - Part 02
  • 31. Correcting Primitive Normals

  • 03 - Attributes, Variables And Parameters
  • 01. Global Variables as Shorthand for Constant Values
  • 02. Global Variables - A Constant Name for Changing Values
  • 03 - Attributes, Variables And Parameters.zip
  • 03. Local Variables
  • 04. Global And Local Variables in the Output Context
  • 05. Local Variables Take Precedence Over Global Variables
  • 06. What exactly is the Bounding Box
  • 07. Min and Max Local Variables on the Transform Node
  • 08. Transform Local Variables and the Match Size Node
  • 09. Using Attributes and Local Variables in Parameter Expressions
  • 10. Relative Bounding Box Using Local Variables
  • 11. Project And System Overview
  • 12. Channel References
  • 13. HScript Bounding Box Expression
  • 14. The Advantage of Referencing Nulls
  • 15. Importance of Positioning Geometry
  • 16. Aligning with the Origin
  • 17. Organising The Network
  • 18. Copying to First and Last Points
  • 19. Using Polyframe to Orientate the Copied Geometry
  • 19. Using Polyframe to Orientate the Copied Geometry 1
  • 20. Orientation Along Curve and the Order of Operations
  • 21. Understanding the Up Vector
  • 22. Computing and Controlling the Up Vector
  • 23. Leveraging the Primary and Secondary Axis
  • 24. Manipulating the Normal Attribute
  • 25. Controlling Distribution Using the Resample Length
  • 26. Tangent Type and Arc Length vs Chord Length Measurement Method
  • 27. Justifying the Copy on the First Point
  • 28. Justifying the Copy on the Last Point
  • 29. Resampling the Planar Curve
  • 30. Using the Ray Node to Deal with Elevation
  • 31. Resampling Twice for Greater Precision
  • 32. Raying Back onto the Input Curve
  • 33. Ray Tolerance and Treating Polygons as Straight Edges
  • 34. Maintaining the Last Vertex
  • 35. Adding Spare Parameters to Nodes
  • 36. Resampling by Polygon Edge
  • 37. Adding Normals and Handling Attribute Mismatches
  • 38. Randomising Scale and Position
  • 39. Randomising Orientation
  • 40. Environment Layout Tasks And Object Merge
  • 41. Creating Curves from Edge Selections And the Output Node
  • 42. Resample - Arc Length and Even Last Segment
  • 43. Creating a Post And Rail Fence
  • 44. Using the Sweep Node to Add the Rails
  • 45. Using Normal And Up Attributes with the Sweep Node
  • 46. Offsetting the Curve using the Poly Extrude Node
  • 47. Poly Extrude - Extrude Along Edge Normal vs Front Transform
  • 48. Using the Carve Node to Shorten the Curve
  • 49. Using the Stacking System to Build Street Lamps
  • 50. Distributing the Street Lamps

  • 04 - Drive Parameters with Attributes
  • 01. Using @attribute Notation Within Parameters
  • 02. @attibute on Newer Nodes and in Group Parameter Fields
  • 03. Accessing Detail Attributes Using an Expression Function
  • 04. Using an Expression Function to Access Primitive Attributes
  • 05. The Benefit of Using Relative Paths
  • 06. When its Better to Use Absolute Paths
  • 07. Creating the Geometry
  • 08. Calculating the Circumference Using the Measure Node
  • 09. Creating the Rotation to Linear Motion Expression
  • 10. Deforming the Sheet Around the Roller
  • 11. Testing and Animating The Setup
  • 12. Generating Distance and Mask Attributes
  • 13. Transforming Points by Attribute Value
  • 14. Animating the Attribute Values
  • 15. Using a Ramp Parameter to Remap Attribute Values
  • 16. Extruding Primitives by Attribute Value
  • 17. Using the Resample Node to Generate a CurveU Attribute
  • 18. Bevelling Edges by Attribute Value
  • 19. Modifying Attribute Values Using the Attribute Adjust Node
  • 20. Reviewing the Workflow of Generating, Modifying and Using Attributes
  • Project Files.zip

  • 05 - Dive into VOPs
  • 01. VEX Performance Comparison Setup
  • 02. Using the Performance Monitor
  • 03. Explaining the Results
  • 04. Running Over Geometry Components
  • 05. The Position Variable
  • 06. Attribute Inputs And Outputs and Data Type Colours
  • 07. Time Global Variables and Converting from Float to Vector
  • 08. Displacing Points Using a Texture Map
  • 09. Isolating Colour Components and Computing Luminance
  • 10. Retiming Attribute Values Using the Retime Node
  • 11. Scaling Values Over Time
  • 12. Clamping Values and Deleting Attributes
  • 13. Visualising Attributes in VOPs
  • 14. Using Velocity to Orientate Copies
  • 15. Fitting Values to a New Range
  • 16. Normalising Vectors And Computing Vector Length
  • 17. Binding Attributes Part 01
  • 18. Binding Attributes Part 02 - Exporting
  • 19. Indexing Variables Part 1 - ptnum, primnum, vtxnum
  • 20. Indexing Variables Part 2 - numpt, numprim, numvxt
  • 21. Adding Polygons by Point Attribute
  • 22. Selecting and Splitting Geometry by Attribute
  • 23. Using Point Index to Generate a Curve U Coordinate
  • 24. A Benefit of Working With Normalised 0-1 Values
  • 25. Scaling Using the Match Size Node
  • 26. Scaling to a Given Size Using the Transform Node
  • 27. Point Sorting
  • 28. Working With the Vertex Index
  • 29. Using the Path Deform Node to Move Geometry Along a Curve
  • 30. Measuring Curvature
  • 31. Blending Vectors in VOPs
  • 32. When and Why to use Parameter VOPs
  • 33. Animating VOP Parameters
  • 34. Naming, Labelling and Setting Parameter Defaults
  • 35. The Importance of Naming Parameters
  • 36. The Displace Along Normal VOP
  • 37. The Relative to Bounding Box VOP
  • 38. The Ramp Parameter VOP
  • 39. An Introduction to Noise
  • 40. Promoting and Referencing VOP Parameters
  • 41. Noise - Frequency and Offset
  • 42. Noise - Fractal Parameters
  • 43. Noise - Fractal Types
  • 44. Noise - Remapping And Correcting the Output
  • Project Files.zip

  • 06 - Scattering And Distribution
  • 01. Graphing the Outputs
  • 02. Relationships and Trends
  • 03. The Organic Nature of Noise
  • 04. Comparing the Distribution Ranges
  • 05. Exercise Intro And Scattering Points
  • 06. Running Over Numbers And the Clumping Nature of the Random Function
  • 07. Point Relaxing
  • 08. Working with Point Density
  • 09. Controlling Point Density with Attributes
  • 10. Geometry Resolution and Attributes
  • 11. Comparing Attribute Values to Pixel Values
  • 12. Correcting the Noise Output - Colour Correct And Levels
  • 13. Correcting The Noise Output - Curves And Ramps
  • 14. Compositing Attributes
  • 15. Working with the Mask Controls
  • 16. Replacing an Attribute VOP
  • 17. Houdini as a Framework for Creating 3D Tools
  • 18. Using Noise to Control Size
  • 19. Randomising the Scale Attribute in VOPs
  • 20. Controlling Random Distribution Using Bias And Gain
  • 21. Graphing the Bias And Gain Controls
  • 22. Controlling Random Distribution Using a Ramp Parameter
  • 23. Comparing the Custom Built SOP to the Attribute Randomise SOP
  • 24. Scattering Points
  • 25. Randomising Rotation
  • 26. The Orient Attribute
  • 27. Adding Attributes to Existing Point Clouds
  • 28. Distributing on Different Terrains And Objects
  • 29. Optimising the System - Order of Operations
  • 30. Optimising the System - Region of Interest
  • 31. Summary
  • Project Files.zip
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    تاریخ انتشار: 26 آذر 1402
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