Houdini 16全面基础入门培训课程

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2018-07-28 17:39:44
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Lynda – Houdini Essential Training
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001 Welcome
01:20
002 What you need to know
01:41
003 Exercise files
00:50
004 Navigation
01:37
005 Viewport and display modes
03:11
006 Panes
03:03
007 Desktops
02:46
008 Preferences
02:58
009 Display options and visualizers
03:08
010 Global animation options
02:08
011 Nomenclature
03:31
012 Network view
07:55
013 Node flags
06:37
014 Geometry spreadsheet
02:52
015 Tree view
01:56
016 Shelf Tools
02:57
017 Object vs. suface context
04:15
018 Geometry types
05:39
019 Viewing standard attributes
03:13
020 Selection
03:03
021 Grid and snapping
02:27
022 Basic box up modeling
04:04
023 Polysplit and edge loops
06:19
024 Clip and mirror
03:37
025 Polybevel and divide
04:53
026 Curve SOP
03:07
027 UV unwrap
03:32
028 Creating groups
06:32
029 Creating attributes
07:50
030 Copy SOP
02:44
031 Copy SOP with template attributes
04:40
032 Copy SOP with stamping
06:56
033 Packed feometry
05:00
034 Geometry with VDBs
04:02
035 VOP SOP
06:43
036 Subnetworks
07:47
037 Caching geometry
05:20
038 Export Alembic
04:52
039 Import Alembic
02:05
040 Keyframes
03:23
041 Animation editor
03:17
042 CHOP networks
06:58
043 Expressions in parameters
03:50
044 Noise and filtering
07:04
045 Copy stamp channels
08:10
046 Apply copy stamp channels
07:51
047 Channel SOP
03:24
048 Importing animation into CHOPS
04:24
049 Cache animation data
02:24
050 Cameras
07:03
051 Flipbooks
03:44
052 Mplay
02:44
053 IPR rendering
05:06
054 Basic mantra settings
05:59
055 Mantra quality settings
12:02
056 Render passes, AOV
04:45
057 Open GL ROP
02:58
058 Geometry ROP
01:50
059 FBX ROP
01:56
060 Alembic ROP
02:27
061 Assigning materials
03:34
062 Principled shader
07:30
063 Using textures
03:26
064 Displacement
04:11
065 Basic custom shader
07:52
066 Subdivision settings
04:27
067 Light types - Point and spot
05:56
068 Light types - Distant
04:52
069 Light types - Area
04:20
070 Light types - Environment and HDR
03:20
071 Sun and sky lighting
04:30
072 Light bank and light linking
02:48
073 Rigid body dynamics setup
04:50
074 Adding objects to the simulation
03:22
075 Changing dynamic object types
02:47
076 Collision geometry fundamentals
05:50
077 Refining dynamics network
08:01
078 RBD active node
04:58
079 Caching simulation results
05:47
080 Applying lo-res sim to hi-res geometry
09:44
081 Wire simulation setup
07:55
082 Refining wire simulation
06:44
083 Deforming geometry with wires
06:35
084 Creating velocity attribute on objects
04:05
085 Emitting particles from objects
04:34
086 Emitting particles from attributes
06:16
087 Refining particle simulation
03:44
088 Caching particles
03:56
089 Post-simulation color modification
08:49
090 Rendering particles
05:12
091 Emitting smoke from an object
05:09
092 Refining smoke simulation
07:09
093 Key fluid simulation nodes
09:41
094 Caching output
08:33
095 Pyro Shader
06:05
096 Render scene overview
01:41
097 Compositing layers
05:51
098 Rendering output
02:25
099 Next steps
01:04
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