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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
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    تاریخ انتشار: 19 دی 1402
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