【Houdini教程】Houdini教程

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2020-02-11 19:13:07
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https://youtube.com/ 【Houdini教程】Houdini教程
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视频选集
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cmiVFX Houdini Embers And Ash
09:28:00
cmiVFX - Procedural Animation Tech
02:57:52
1
00:59
2
06:06
3
08:44
4
08:16
5
07:45
6
07:20
7
09:50
8
09:12
9
10:05
10
09:55
11
12:14
12
11:10
13
09:54
14
10:10
15
11:59
16
11:11
01_Introduction_and_project_overview
00:42
02_Understanding_the_voxel_container
04:40
03_Introduction_to_the_Pyro_Solver
10:37
04_The_simulation_tab_in_Pyro_Solver
11:58
05_The_combustion_model
18:32
06_The_shape_tab
14:30
07_Methods_of_sourcing_from_the_fluid_source_node
15:40
08_Methods_of_sourcing_from_particles
19:10
09_Setting_up_text_on_fire
09:20
10_Setting_up_attributes_on_the_floor
18:37
11_Setting_up_the_DOP_Network_for_pyro_simulation
17:28
12_Setting_up_attributes_on_the_font_geometry
21:33
13_Setting_up_the_Fluid_Source_node
06:15
14_Setting_up_the_DOP_Network_for_the_fonts
13:39
15_Caching_our_pyro_simulation
11:16
01. Introduction and project overview
01:14
02. Dynamics in Houdini
07:53
03. The importance of scene scale
06:09
04. Our first simulation
08:21
05. Working with Initial State Velocity
07:58
06. Using the Bounce Physical Property
05:37
07. Using the Friction Physical Property
08:47
08. Collision detection and the Bullet Solver
07:03
09. Using the Cloth toolset
12:56
10. A closer look at collision geometry
12:56
11. Solid Objects and the Finite Element Solver
15:14
12. Cloth collisions and the Finite Element Solver
11:40
hou213-class01
44:01
hou213-class02
40:36
hou213-class03
42:00
hou213-class04
45:09
hou213-class05
47:30
hou213-class06
48:26
hou213-class07
40:30
hou213-class08
38:25
hou213-class09
46:47
hou213-class10
44:35
Class 01
33:30
Class 02
58:35
Class 03
01:09:13
Class 04
51:58
Class 05
57:06
Class 06
51:30
Class 07
59:05
Class 08
01:12:27
Class 09
01:10:30
Class 10
50:53
hou103-class01
01:08:09
hou103-class02
01:21:27
hou103-class03
44:58
hou103-class04
54:08
hou103-class05
01:15:59
hou103-class06
39:04
hou103-class07
54:50
hou103-class08
59:52
hou103-class09
50:39
hou103-class10
36:42
w1_001_Proceduralism
06:16
w1_002_HoudiniStructure
04:53
w1_003_UserInterface01
07:54
w1_004_UserInterface02
05:26
w1_005_CreatingOperators01
02:41
w1_006_CreatingOperators02
11:29
w1_007_HelpBrowser
05:31
w1_008_BoatModel
12:07
w1_009_Staircase01
09:22
w1_010_Staircase02
09:21
w1_011_Staircase03
05:04
w1_012_Staircase04
09:53
w2_001_Channel_Referencing_01
12:02
w2_002_Intro_CopySOP_01
06:54
w2_003_Intro_CopySOP_02
07:07
w2_004_Domino_01
08:37
w2_005_Domino_02
11:50
w2_006_Domino_03
09:29
w2_007_Domino_04
11:15
w2_008_Icicles_01
06:13
w2_009_Icicles_02
10:05
w3_001_SinExpression_01
11:49
w3_002_Noise_01
09:22
w3_003_Noise_02
06:14
w3_004_Noise_03
10:56
w3_005_Noise_04
09:48
w3_006_Waterfall_01
12:11
w3_007_Waterfall_02
07:14
w3_008_Waterfall_03
11:45
w3_009_Waterfall_04
09:13
w3_010_InheritVelocity_01
08:10
w3_011_InheritVelocity_02
08:46
w3_012_InheritVelocity_03
09:47
w3_013_InheritVelocity_04
04:01
w3_014_InheritVelocity_05
12:17
w4_001_PointNormals_01
09:12
w4_002_PointNormals_02
08:14
w4_003_PointNormals_03
10:50
w4_004_PointNormals_04
10:06
w4_005_PointNormals_05
10:50
w4_006_Collisions_01
05:53
w4_007_Collisions_02
09:18
w4_008_Collisions_03
09:05
w4_009_Collisions_04
04:20
w5_001_Attractor_01
11:25
w5_002_Vortex_01
08:35
w5_003_Vortex_02
06:31
w5_004_Vortex_03
06:41
w5_005_Vortex_04
08:21
w5_006_Vortex_05
09:57
w5_007_dissolve_01
12:36
w5_008_dissolve_02
08:31
w5_009_dissolve_03
08:24
w5_010_dissolve_04
12:29
w5_011_dissolve_05
03:36
w6_001_Crack_01
08:35
w6_002_Crack_02
11:32
w6_003_Crack_03
07:15
w6_004_Crack_04
06:32
w6_005_Crack_05
08:56
w6_006_Crack_06
08:24
w6_007_Crack_07
10:04
w6_008_Crack_08
05:56
w6_009_Crack_09
11:29
w6_010_Crack_10
07:28
w7_001_FLIPintro_01
09:37
w7_002_FLIPintro_02
06:22
w7_003_FLIPintro_03
07:53
w7_004_BoatWake_01
09:16
w7_005_BoatWake_02
07:58
w7_006_Waterfall_01
13:24
w7_007_ControllingViscosity_01
06:31
w7_008_ControllingViscosity_02
04:56
w8_001_LightingIcicles_001
07:42
w8_002_LightingIcicles_002
08:04
w8_003_LightingIcicles_003
11:53
w8_004_LightingStairwell_001
09:06
w8_005_LightingStairwell_002
07:32
w8_006_LightingStairwell_003
09:48
w8_007_LightingStairwell_004
12:19
w8_008_LightingStairwell_005
09:59
w8_009_LightingStairwell_006
12:05
w8_010_LightingStairwell_007
09:45
w8_011_LightingStairwell_008
06:10
001 Welcome
01:02
002 Using the exercise files
00:51
003 Overview of the Houdini paradigm
03:40
004 Understanding the interface
19:46
005 Setting Houdini preferences
03:18
006 Creating a new project
02:02
007 How to create basic primitive shapes
04:04
008 How to modify geometry
05:21
009 Understanding groups
07:09
010 Understanding attributes
07:09
011 Using the Copy node
02:37
012 The power of copy stamping
06:55
013 Understanding additional geometry functions
07:55
014 How to set keyframes
03:10
015 Introduction to the Animation Editor
04:36
016 Introduction to the Motion FX level
04:14
017 Applying procedural animation channels to geometry
04:12
018 Manipulating animation channels
08:05
019 Using the Mantra surface shader
05:16
020 Using the Material node to apply shaders to geometry
04:52
021 Shading attributes
09:13
022 Adding texture maps to the shader
07:35
023 Creating and positioning lights
04:27
024 Adjusting light parameters
02:58
025 Using sun and sky lighting
02:28
026 Working with the Mantra rendering node
07:01
027 Understanding important Mantra settings
06:01
028 Render passes in Mantra
09:56
029 How to emit particles from an object
03:19
030 How to use forces to influence particle motion
03:25
031 Understanding the POP Source node
05:06
032 How to instance geometry to particles
08:21
033 Next steps
00:41
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