وب سایت تخصصی شرکت فرین
دسته بندی دوره ها

Houdini Learning Path From Basic Step By Step Method

سرفصل های دوره

20+ hours of houdini learning steps


1 - Trailer
  • 1 - Trailer

  • 2 - STEP 1 Houdini Essential Training
  • 2 - Introduction
  • 2 - intro-to-houdni.rar
  • 3 - The User Interface
  • 4 - Desktops and Projects
  • 5 - Creating and Transforming Geometry
  • 6 - Using The Interactive Transform Tools
  • 7 - The Handle Tool and Viewport Arrangement
  • 8 - The Network View and Understanding Contexts
  • 9 - Further Understanding Contexts
  • 10 - Importing Geometry Display Modes and the Parameter View
  • 10 - intro-to-houdni.rar
  • 11 - Understanding Scene Scale
  • 12 - The Tool menu and Value Ladder
  • 12 - intro-to-houdni.rar
  • 13 - Making Selections and Working With the Edit Node
  • 14 - The Edit Node in Practice
  • 15 - Basic Modeling Tools
  • 16 - The Poly Extrude Tool
  • 17 - Ghosting Objects and the Polycap Node
  • 18 - expression
  • 19 - polybridge tool
  • 20 - Features of the Poly Bridge Tool
  • 21 - Spine Shape Pairing Shift and Bridge
  • 22 - Subdividing and Edge Loops
  • 23 - Using Expressions to Animate Wheel Rotation
  • 24 - Editing the Parameter Interface
  • 25 - Duplicating With the Copy Node
  • 26 - Understanding Attributes Primitives Points Vertices
  • 27 - Normal Attributes
  • 28 - UV Mapping Attributes
  • 29 - Adding Materials Using Groups
  • 30 - Advanced Group Creation
  • 31 - Applying Materials
  • 32 - Visualizing and Editing Groups
  • 33 - Lights Camera Mantra
  • 34 - modifying Existing Principled Shaders
  • 35 - Customizing the Generic Principled Shader
  • 36 - merging different scene
  • 37 - Animating With Keyframes
  • 38 - Animating Without Keyframes
  • 39 - initial state and collision geometry
  • 40 - RBD physical property friction and bounce
  • 41 - Preparing the Scene For Dynamics
  • 42 - Adjusting Bounce and Friction
  • 43 - Prefracturing Geometry
  • 44 - final output

  • 3 - STEP 2 Basic concepts of VOP
  • 45 - Introdcution to VOP and your first step in it
  • 46 - Manipulating controlling and animating vop parameter
  • 47 - Displace objects with noise
  • 48 - attribute promote and poly extrude
  • 49 - worley noise group range and extrusion
  • 50 - Division integer to float controlling extusion with map part 1
  • 51 - Division integer to float controlling extusion with map part 2
  • 52 - creating basic electric
  • 53 - create delete promote bind from map and overview
  • 54 - hand paint attribute and scattering bu attribute
  • 55 - controlling the scattering copies with VOP

  • 4 - STEP 3 Introduction to VEX for non programmer non coder
  • 56 - Intro
  • 56 - attribute-list.pdf
  • 57 - variable and attribute
  • 58 - attribute flows downward nodes to nodes
  • 59 - manipulating variable and attribute
  • 60 - list of predefined attributes names and functions
  • 61 - attributes and functions in practise
  • 62 - chramp function
  • 63 - fit and rand function
  • 64 - getting more familiar with attributes and functions
  • 65 - understanding if and else
  • 66 - color change with if and else
  • 67 - practising if and else more
  • 68 - creating our own custom function from scratch
  • 69 - printf houdini console
  • 70 - understanding array
  • 71 - for loops part 1
  • 72 - for loops part 2
  • 73 - forEach loop
  • 74 - while loops
  • 75 - transfaring attributes from detail to points
  • 76 - run over priority and veclocity attributes
  • 77 - hoisting
  • 78 - copy to points scale id ptnum
  • 79 - scatter building
  • 80 - conclusion

  • 5 - STEP 4 Prefracturing for Rigid body Simulation
  • 81 - Introduction
  • 81 - exercise-file.rar
  • 82 - geo.rar
  • 82 - the name attribute
  • 83 - Surface Vs volume
  • 84 - create pattern with voronoi
  • 85 - Creating Bricks With Voronoi
  • 86 - Clustering Voronoi Cells
  • 87 - adding interior detail
  • 88 - creating wood splinter
  • 89 - art directable prfracture with boolean
  • 90 - The Rbd Material Fracture Node Explained Part 1
  • 91 - The Rbd Material Fracture Node Explained Part 2
  • 92 - Fracturing the water tank tower
  • 93 - glass fractured
  • 94 - wood fracture
  • 95 - rbd exploded view
  • 96 - chipping
  • 97 - custom mesh
  • 98 - fixing transparent prefacture objects

  • 6 - STEP 5 Introduction to Rigid body simulation
  • 99 - RBD sim overview with shelfmp4
  • 99 - water-tank-fractured.bgeo.rar
  • 100 - arena.rar
  • 100 - inital state andn collision
  • 101 - RBD physical properties
  • 101 - ice-hockey.zip
  • 102 - creating constraint with shelf menu
  • 103 - constraint with RBD material Fracture
  • 104 - The RBD sop solver
  • 105 - RBD configure operator
  • 105 - exercise-file.rar
  • 106 - 3-constraint-and-collision-exercise-file.rar
  • 106 - constaint and collision
  • 107 - multiple constraint
  • 107 - multiple-constraint-exercise-file.rar
  • 108 - forces
  • 109 - guided RBD simulation
  • 109 - guided-RBD-simulation-exercise-file.rar
  • 109 - water-tank-fractured.bgeo.rar
  • 110 - guided rbd sim parameters
  • 111 - Preparinig packed objects
  • 111 - preparing-packed-objects-exercise-file.rar
  • 112 - Set active attribute
  • 113 - building constaint
  • 114 - redefining constraint
  • 115 - deleting constraint by animating delete box
  • 116 - animating constraint
  • 117 - collision geometry
  • 118 - hit object
  • 119 - The transfor pieces node and caching the sim
  • 119 - The-tranfer-pieces-node-and-caching-the-sim-exercise-file.rar

  • 7 - STEP 6 Basic Introduction To Particles
  • 120 - Emission Geometry And Sourcing Parameters
  • 121 - forces
  • 122 - mass
  • 123 - Setting Life Attribute From Sops
  • 124 - Color And Alpha
  • 125 - Pscale And Rendering Particles
  • 126 - Quick Rbd Setup
  • 127 - Emission From Disconnected Geometry
  • 128 - Time Blending Fast Moving Geometry
  • 129 - Emission By Speed
  • 130 - Emission By Distance
  • 131 - Emission By Time
  • 132 - Instancing Geometry
  • 133 - Adding Random Color And Materials
  • 134 - Adding Spin To Particles
  • 135 - Randomizing Instances
  • 136 - setup
  • 137 - grain source
  • 138 - setting up the grain
  • 139 - collision geometry
  • 140 - grain clump and force
  • 141 - cache color light and render

  • 8 - STEP 7 Basic Of Pyro Sparse
  • 142 - overview of this lessons
  • 143 - quick tour to sparse pyro shelf tool and preset
  • 144 - Smoke sourcing part 1 pyro source
  • 145 - Smoke sourcing part 2 point velocity
  • 146 - Smoke sourcing part 3 volume rasterize attributes
  • 147 - Pyro solver basics part 1
  • 148 - Pyro solver basics part 2
  • 149 - Pyro solver basics part 3
  • 150 - Dust trails part 1
  • 150 - dust-trail-exercise-file.rar
  • 151 - preparing source geometry part 1
  • 151 - preparing-source-geometry-part-1-exercise-file.rar
  • 152 - Preparing the source geometry part 2
  • 152 - The-transfor-pieces-node-and-caching-the-sim.rar
  • 152 - preparing-the-source-exercise-file.rar
  • 153 - Scattering by area
  • 153 - scattering-by-area-exercise-file.rar
  • 154 - Sourcing density and temperature
  • 154 - sourceing-density-and-temperature-exercise-file.rar
  • 155 - Creating a dop sparse pyro network
  • 155 - creating-dopsparse-pyro-network-exercise-file.rar
  • 156 - Fade density source and limit domain size
  • 156 - fade-density-source-and-limit-domain-size.rar
  • 157 - Dust simulation shaping
  • 157 - dust-simulation-shaping-exercise-file.rar
  • 158 - adding collision
  • 158 - adding-collision.rar
  • 159 - Creating the burn attribute
  • 159 - creating-the-burn-attribute-exercise-file.rar
  • 160 - Creating the temperature attribute pscale scatter point etc
  • 161 - Creating fire with the pyro solver
  • 162 - Adding forces and microsolvers
  • 163 - Fire look development
  • 164 - Spreading fire
  • 165 - emitting smoke from flame

  • 9 - Step 8 Introduction To Vellum Grain
  • 166 - vellum source
  • 167 - vellum grain simulation
  • 168 - procedural vellum source
  • 169 - preparing VDB for collision
  • 170 - grain simulation
  • 171 - setting attributes
  • 172 - attribute transfer
  • 173 - sop solver part 1
  • 174 - sop solver part 2
  • 175 - caching
  • 176 - lighting and material part 1
  • 177 - lighting and material part 2
  • 178 - mantra
  • 179 - fixing size with pscale

  • 10 - Step 9 Basic Introduction to liquid and fluid simulation
  • 180 - your first set up of Liquid Simulation
  • 181 - Sourcing with SOP objects
  • 182 - Adding collision geo for water
  • 182 - cliff.rar
  • 183 - dynamically adjusting domain grid and adding drag to sim
  • 184 - Adding point velocity
  • 185 - compress and cache to disk
  • 186 - Meshing
  • 187 - fill glass with water
  • 188 - collision with glass
  • 189 - continously flow water to fill glass with water
  • 190 - caching and meshing water sim
  • 191 - geometry affecting water with incoming velocity
  • 192 - ocean source
  • 193 - rbd collision setup for splashhip
  • 194 - creating splash and adding important settingship
  • 195 - adding forces and caching to disk
  • 196 - Loading in the cache and review results
  • 197 - understanding white water
  • 198 - creating emit volume from scratch
  • 199 - creating emit volume with white water node
  • 200 - white water solver setup
  • 201 - turning on bubble foam spray attribute
  • 202 - manipulating foam
  • 203 - Using simple vex to control certain areas of the simulation
  • 204 - caching white water
  • 139,000 تومان
    بیش از یک محصول به صورت دانلودی میخواهید؟ محصول را به سبد خرید اضافه کنید.
    افزودن به سبد خرید
    خرید دانلودی فوری

    در این روش نیاز به افزودن محصول به سبد خرید و تکمیل اطلاعات نیست و شما پس از وارد کردن ایمیل خود و طی کردن مراحل پرداخت لینک های دریافت محصولات را در ایمیل خود دریافت خواهید کرد.

    ایمیل شما:
    تولید کننده:
    مدرس:
    شناسه: 28007
    حجم: 16930 مگابایت
    مدت زمان: 1210 دقیقه
    تاریخ انتشار: ۱۹ دی ۱۴۰۲
    طراحی سایت و خدمات سئو

    139,000 تومان
    افزودن به سبد خرید