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  1. Houdini Beginner Challenge | Learn by Project | Modeling, Lighting, Shading a Coffee Cup Content Source:https://www.skillshare.com/en/classes/Houdini-Beginner-Challenge-Learn-by-Project-Modeling-Lighting-Shading-a-Coffee-Cup/993724819 Genre / Category:3D Tutorials File Size :1.5GB Welcome to this Houdini course where you will learn the workflow from the very beginning with an empty scene to the final rendered image. Houdini is definitely the most powerful 3D package out there, and it can be quite intimidating for a beginner with a very steep learning curve, but it doesn't have to be. The problem is: Learning, just for learning, can be demotivating if you don't see the progress, or if you work on very long projects that you don't get to finish. The solution is: You want to practice a lot on plenty of small projects Projects where you can see progress at every stage Projects that you can actually finish and add to your portfolio This course does just that, it's part of a series of small Houdini challenge Projects. You will learn: How to set up your projectThe importance of references, scale and proportionModeling techniquesLayoutCamera set upLightingRedshift Shading and iterating on renders Download from UploadCloud https://www.uploadcloud.pro/vdeb52y4gm2f/cowol.H.B.C..L.b.P..M.L.S.a.C.C.rar.html Download ( Rapidgator ) https://rapidgator.net/file/330c2f24cb53bb6ecfcfd2b29ba81f1d/cowol.H.B.C..L.b.P..M.L.S.a.C.C.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/5CfE9d61e485d0d1/cowol.H.B.C..L.b.P..M.L.S.a.C.C.rar Download ( NitroFlare ) https://nitroflare.com/view/8239D6DF9BD368D/cowol.H.B.C..L.b.P..M.L.S.a.C.C.rar Links are Interchangeable - No Password - Single Extraction
  2. Published 8/2022 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 17.46 GB | Duration: 37h 58m Procedural - Pyro - Karma XPU What you'll learn Procedural geometry and animation VEX coding Pyro and POP simulation Karma XPU render Requirements Lessons aim to an intermediate level Houdini artist A student must have a strong basic understanding of VEX coding and DOP structure Houdini 19.0.498+ required to support Karma XPU ACES 1.0.3 OpenColorIO recommended Description The course contains 8 chapters, in every chapter, we are going to cover one or several related tasks of our tutorial, all setups will be done from a scratch and total amount of recorded material is 38 hoursChapter 1 - In the first chapter, we are going to create out static geometry, floor and podium. Mainly we are going to do procedural modeling, will play with position noises, pattern creation and instancing.Chapter 2 - In this chapter, we continue adding elements of our scene, but this time they required extra procedural animation or transformation.Chapter 3- As we have done already with our static geometry, we can jump into fully dynamic elements. Procedural bullets and bullets trail with custom volumetric clustering technique, will be covered in this chapter.Chapter 4 - In this chapter, we are going to cover several techniques of procedural volume shaping, temperature and motion blur control, cycle animation and form variations.Chapter 5 - Custom procedural sparks, with full artistic control of shape and motion as well as supporting pyro elements will be created in this chapter.Chapter 6 - This tutorial will not complete without an abstract procedural geometry with cool motion. In this chapter, we are going to create this element as well as unique hero bullet shape.Chapter 7 - Our last element will be an explosion. We will create a complex, flexible setup for trail type explosion, will dive into DOP network and microsolvers for a precise control of our simulation, will add extra custom forces for a final smoke transformation.Chapter 8 - Ones all elelments done, we are ready to start lighting our scene. Karma XPU will be the key of this chapter as well as new shaders and ways to work with new engine. Overview Section 1: Oh, Hi Mark Lecture 1 Intro Section 2: Chapter I Lecture 2 Podium Lecture 3 Floor Section 3: Chapter II Lecture 4 Gun Lecture 5 Aim Lecture 6 Rough assembly Section 4: Chapter III Lecture 7 Bullets Lecture 8 Bullets trail Section 5: Chapter IV Lecture 9 Muzzle flash Section 6: Chapter V Lecture 10 Sparks base Lecture 11 Sparks stars Lecture 12 Sparks shape Lecture 13 Sparks smoke Section 7: Chapter VI Lecture 14 Field Lecture 15 Hero field Lecture 16 Hero bullet Section 8: Chapter VII Lecture 17 Explosion points Lecture 18 Explosion source Lecture 19 Explosion DOP Lecture 20 Explosion inverse Section 9: Chapter VIII Lecture 21 Final assembly Lecture 22 Light & floor Lecture 23 Podium & holder Lecture 24 Gun & aim Lecture 25 Bullet, sparks, field Lecture 26 Muzzle & explosion Lecture 27 Quality check This Houdini course aims to houdini artists who would like to learn new techniques in procedural creation of geometry, volumetric, animation, complex pyro simulation and meet closer with a new Karma XPU render engine Homepage https://www.udemy.com/course/fff-subject-071-houdini-fx/ Download ( Rapidgator ) https://rapidgator.net/file/0e67da7e588f7e6da55579898bef673f/wqggg.Fff.Subject.071..Houdini.Fx.part12.rar.html https://rapidgator.net/file/0fc37ac853ad083037a35751d900056f/wqggg.Fff.Subject.071..Houdini.Fx.part06.rar.html https://rapidgator.net/file/0fd577fbeb9a94a845a9da1bfa2c2166/wqggg.Fff.Subject.071..Houdini.Fx.part14.rar.html https://rapidgator.net/file/2e40c1aaaea964561098756e9ad26d2f/wqggg.Fff.Subject.071..Houdini.Fx.part16.rar.html https://rapidgator.net/file/49316547d1950b1c1ce465a90cdaa98d/wqggg.Fff.Subject.071..Houdini.Fx.part09.rar.html https://rapidgator.net/file/4c43a00ee6575ab12a36d93acaafb999/wqggg.Fff.Subject.071..Houdini.Fx.part03.rar.html https://rapidgator.net/file/6cc903db443811ffbc395d8bf7db0611/wqggg.Fff.Subject.071..Houdini.Fx.part05.rar.html 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  3. USD in Houdini 19.5 with Jeronimo Maggi | FXPHD Content Source:https://www.fxphd.com/details/650/ Genre / Category:3D Tutorials File Size :1.9GB This course is a follow-up of HOU221: USD and LOPs for Houdini Artists which was released using Houdini 18.5. One year later, Houdini 19.5 was released and with it, a lot of changes have been introduced in Solaris and Karma. This course will cover some of the new workflows that were introduced as well as changes in previous workflows that were modified since the last course was released. It is recommended you watch this course right after finishing HOU221 since we will be working with the same files and showing what has changed between Houdini 18.5 and 19.5. The main areas that will be updated in this mini-course are changes to Karma, an overview of surfacing with MaterialX, and using the new Component Builder. Download from UploadCloud https://www.uploadcloud.pro/w3n7wze64169/tqedh.F..U.i.H.19.5.rar.html Download ( Rapidgator ) https://rapidgator.net/file/872560a4aa330495e7af09f5551741f9/tqedh.F..U.i.H.19.5.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/9d222Ab7accaa1cf/tqedh.F..U.i.H.19.5.rar Download ( NitroFlare ) https://nitroflare.com/view/F4A90AF4A0FB302/tqedh.F..U.i.H.19.5.rar Links are Interchangeable - No Password - Single Extraction
  4. Instructors: ANDREW LOWELL | 4 Lessons | Duration: 2h 8m Video: MP4 1920x1080 44 KHz | English | Size: 1.9 GB This course is a follow-up of HOU221: USD and LOPs for Houdini Artists which was released using Houdini 18.5. One year later, Houdini 19.5 was released and with it, a lot of changes have been introduced in Solaris and Karma. This course will cover some of the new workflows that were introduced as well as changes in previous workflows that were modified since the last course was released. It is recommended you watch this course right after finishing HOU221 since we will be working with the same files and showing what has changed between Houdini 18.5 and 19.5. The main areas that will be updated in this mini-course are changes to Karma, an overview of surfacing with MaterialX, and using the new Component Builder. course syllabus CLASS 1: CREATING ASSETS In this class, we will go over some of the general updates introduced to Solaris. Afterward, we will focus on asset creation by looking at the new Reference and Asset Reference nodes and updating the project files with these new nodes. This class is a follow-up to classes 5 and 6 from HOU221. We are also going to cover the Component Builder to simplify the creation of assets and look at how we can use it with a variety of assets. CLASS 2: SHOT WORKFLOWS This class is a follow-up of classes 7 to 10 from HOU221 where we will look at the new LOP Import and Unpack USD nodes and how they are used with the new auto collections. We will revisit the FX and Layout layers and introduce the new Layout node and how it can work with the Component Builder from the previous class. CLASS 3: KARMA UPDATES Karma CPU was finally released for production and Karma XPU moved from Alpha to Beta. This class will cover the updates and current limitations of both renderers and is a follow-up to class 11 from HOU221. We will go over AOVs, Cryptomatte, Deep Camera Maps, new motion blur nodes, and render-time procedurals. CLASS 4: MATERIALX This last class will go over MaterialX, the new open source shading network that was added to Houdini 19.0 and allows you to create shaders that are portable between different renderers and programs. MaterialX is the future of shaders in Karma, so we are going to update our assets to use MaterialX and also add USD Preview Surface to make them as portable as possible. COURSE NUMBER HOU222 SOFTWARE VERSION 19.5 ORIGINAL RUN DATE August 2022 DURATION 2 hours 8 minutes https://www.fxphd.com/details/650/ Download ( Rapidgator ) https://rapidgator.net/file/1dcb562dc948428470fc7cd019a21fb6/zbsuv.H..U.i.H.19.5.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/40f8e8F900717a02/zbsuv.H..U.i.H.19.5.rar Download ( NitroFlare ) https://nitroflare.com/view/25BD9A3CE59293F/zbsuv.H..U.i.H.19.5.rar Links are Interchangeable - No Password - Single Extraction
  5. Last updated 6/2020 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 1.78 GB | Duration: 23h 57m Create a full Procedurally built Level with Houdini 17.5, Houdini Engine, Unity 3D & Unreal Engine 4 What you'll learn Procedural Modeling in Houdini 17.5 Houdini Engine for Unity 3D and Unreal Engine 4 Create Houdini Digital Assets in a Production proven way for Games How to use Houdini to create Procedural models to save you time during you game productions How to Set up HDA's in Unity and Unreal so you procedurally generate Collision Meshes, Materials, UVs, and more! How to Scatter large amounts of Foliage onto your Terrains How to use Houdini Engine and Unity's Tree Prototypes How to create Textures with Houdini Requirements A Basic Knowledge of Unity or Unreal A basic Understanding of the Houdini User Interface A familiarity of creating models and textures for Game Development A desire to start using Houdini Engine to create Procedural Models A desire to create Procedural Levels for Games Description Have you ever wanted to speed up your level creation using Procedural Techniques? Have you ever tried to use Houdini or the Houdini Engine but hit ro(Si bloquean la publicidad, el sitio NO tendrá recursos para mantenerse)s that prevented you from being productive with the two applications? Then this course is for you!Throughout this course we are going walk through every step of the way so it is not confusing at all. You will gain the confidence to begin building your own procedural race track tools for use inside of Unity 3d and Unreal Engine 4.The course starts out by giving individuals new to Houdini, a quick start guide to using Houdini by teaching the basics of navigation, UI, modeling and creating Houdini Digital Assets. Once armed with that new knowledge we move onto the next level and start building out our Track tools.With the Track tools we will learn how to effectively build a set of HDAs that will generate a Track complete with UV's, the Track bumpers, and the Track Guard Rails. Through that section of the Course we will see how we can detect the direction of a turn in the Track so we can place either a Track Bumper or a Track Guard Rail. This will begin to open up the power of using Proceduralism in your game productions. With the Track in place we will walk through the process of creating Procedural Terrains with Houdini and the Houdini Engine. We will learn how to hook up terrain layers so we can texture our terrains in Unity and in Unreal. Once our Terrains are ready to go we will walk through the process of efficiently creating and Scattering foliage using the Houdini Engine. We look at how to utilize Unity's Detail object system with Houdini Engine and how to use Unreal's grass system.To conclude the course we build out a couple more procedural props and learn how to create textures with Houdini using its own Compositing Operators. This course gives you a complete look at how to build a procedural pipeline for your games productions using Houdini 17.5, the Houdini Engine 3.4 and the Game Engine of your choice!If you are looking to learn Houdini and Houdini Engine for Games Development then this Course is for you!Note: Creating HDAs in the Apprentice version of Houdini will not work with Houdini Engine. An Indie License or above is required. But all the modeling and workflows still apply, will just have to export the Track pieces from Houdini Apprentice to OBJ. Overview Section 1: Introduction Lecture 1 Project Overview Lecture 2 Introduction Lecture 3 Pre-Requisites for this Course Section 2: Installing Houdini and the Houdini Engine Lecture 4 Introduction Lecture 5 Where to get the Houdini Application Lecture 6 Installing Houdini Lecture 7 Creating a Houdini Project Lecture 8 Using Houdini Projects Lecture 9 Installing the Houdini Engine in Unity 3D Lecture 10 Installing the Houdini Engine in Unreal Engine Lecture 11 Where to find the Houdini Engine Documentation Lecture 12 Conclusion Section 3: Houdini Basics Lecture 13 Introduction Lecture 14 Navigation in Houdini Lecture 15 Overview of the Houdini User Interface Lecture 16 Customizing the User Interface Lecture 17 Creating and Working with Nodes Lecture 18 Component Display Section 4: The Basics of Houdini Engine and Houdini Digital Assets Lecture 19 Introduction Lecture 20 Installing the Indie-Pixel Framework Lecture 21 Creating a Basic HDA Lecture 22 Adding Parameters to our HDA Lecture 23 Import into Unity Lecture 24 Import into Unreal Lecture 25 Creating the Road Cone - Part 1 Lecture 26 Creating the Road Cone - Part 2 Lecture 27 Creating the Road Cone - Part 3 Lecture 28 Creating the Road Cone - Part 4 Lecture 29 Creating the Road Cone - Part 5 Lecture 30 Test in Unity Lecture 31 Test in Unreal Lecture 32 Conclusion Section 5: Tool Kit Planning Lecture 33 Introduction Lecture 34 Gathering Reference Lecture 35 Defining our Tool Set Lecture 36 Installing the Game Dev Tools into Houdini Lecture 37 Conclusion Section 6: Building the Track Tool Lecture 38 Introduction Lecture 39 Creating the Track HDA and User Curve Lecture 40 Generating the Track Geometry Lecture 41 Generating the Track Geometry - Houdini 18 Lecture 42 Adding Parameters to our Track Geometry Lecture 43 Test in Unity Lecture 44 Test in Unreal Lecture 45 Generating the Side Lines Lecture 46 Generating the Side LInes - Houdini 18 Lecture 47 Creating Clean UV's for the Track Geometry Lecture 48 Creating a Helper Utility Lecture 49 Adding Vertex Colors Lecture 50 Test in Unity Lecture 51 Test in Unreal Lecture 52 Conclusion Section 7: Fixing the Track Tool Lecture 53 Introduction Lecture 54 Fixing the Open Curve Issue Lecture 55 Surprise Bonus Lecture!! Lecture 56 Surprise Bonus Lecture!! - Houdini 18 Lecture 57 Conclusion Section 8: Utilizing HDA Inputs & Debugging Lecture 58 Introduction Lecture 59 Setting up the HDA Lecture 60 Updating the Track Tool Lecture 61 Unity Test Lecture 62 Unreal Test Lecture 63 Debugging with the Houdini Engine Lecture 64 Conclusion Section 9: Creating the Track Bumpers Lecture 65 Introduction Lecture 66 Setting up the HDA Lecture 67 Measuring Curve Length Lecture 68 Detecting Turn Direction Lecture 69 Joining the Curves Lecture 70 Creating the Bumper Geo - Part 1 Lecture 71 Creating the Bumper Geo - Part 2 Lecture 72 Creating the Bumper Geo - Part 3 Lecture 73 Creating the Bumper Geo - Part 4 Lecture 74 Section Errata - @Outside Attribute Fix and Explanation Lecture 75 Creating the Bumper Geo - Part 5 Lecture 76 Unity Test Lecture 77 Unreal Test Lecture 78 Conclusion Section 10: Houdini Core Concepts - Curve Directions and Vectors Lecture 79 Introduction Lecture 80 Creating Flow Normals Lecture 81 Creating Curve Directions Lecture 82 Conclusion Section 11: Creating the Gaurd Rails Lecture 83 Introduction Lecture 84 Setting up the HDA Lecture 85 Offsetting the Rail Path Lecture 86 Creating the Guard Rail Components Lecture 87 Creating the Guard Rail Components - Part 2 Lecture 88 Rail Profile Lecture 89 End Caps Lecture 90 End Cap Geometry Lecture 91 Completing the Caps Lecture 92 Section Errata - Caps Rotation Fix Lecture 93 Adding Materials Lecture 94 Unity Test Lecture 95 Unreal Test Lecture 96 Conclusion Section 12: Creating the Tire Stack Lecture 97 Introduction Lecture 98 Setting up the HDA Lecture 99 Creating the Tire Geometry Lecture 100 Copy and Transform Lecture 101 Randomization Lecture 102 Setting up a Master Control Lecture 103 Basic Collision Mesh Lecture 104 Unity Test Lecture 105 Unreal Test Lecture 106 Conclusion Section 13: Setting up Post Processing Lecture 107 Introduction Lecture 108 Setting up Post Processing in Unity Lecture 109 Setting up Post Processing in Unreal Lecture 110 Conclusion Section 14: Creating Terrain with Houdini Engine Lecture 111 Introduction Lecture 112 Setting up the HDA Lecture 113 Setting the Terrain Size Lecture 114 Unity Test Lecture 115 Upgrading Houdini Engine Lecture 116 Updating the Size Parameter Lecture 117 Terrain Materials Lecture 118 Creating Terrain Layers - Part 1 Lecture 119 Creating Terrain Layers - Part 2 Lecture 120 Creating Terrain Layers - Part 3 Lecture 121 Creating Terrain Layers - Part 4 Lecture 122 Terrain Layer Attributes - Part 1 Lecture 123 Terrain Layer Attributes - Part 2 Lecture 124 Terrain Tweaks & Parameters Lecture 125 Unreal Landscape Material Lecture 126 Conclusion Section 15: Designing our Terrains with Houdini Engine Lecture 127 Introduction Lecture 128 Importing the Track Geometry Lecture 129 Flattening the Terrain Lecture 130 Unity Test Lecture 131 Creating Mountain Shapes - Part 1 Lecture 132 Creating Mountain Shapes - Part 2 Lecture 133 Creating Mountain Shapes - Part 3 Lecture 134 Working with Stamps Lecture 135 Level Design Session Lecture 136 Exporting Stamps to Bgeo Lecture 137 Snapping Terrain to Mountain Stamps Lecture 138 Unreal Engine 4 Differences Lecture 139 Conclusion Section 16: Houdini Core Concept - Curve Gradients Lecture 140 Introduction Lecture 141 Creating the Gradient Lecture 142 Using the Gradient Value Lecture 143 Conclusion Section 17: Creating Trees with Houdini Lecture 144 Introduction Lecture 145 Creating the Trunk Lecture 146 Creating the Leaves - Part 1 Lecture 147 Creating the Leaves - Part 2 Lecture 148 Adding Ambient Occlusion Lecture 149 Setting up LOD's with HEngine Lecture 150 Creating the Tree HDA Lecture 151 Baking our HDA to a Game Asset Lecture 152 Setting our LOD Screen Sizes Lecture 153 Unity Test Lecture 154 Conclusion Section 18: Scattering Trees onto Terrains Lecture 155 Introduction Lecture 156 Using the Height Field Scatter Node Lecture 157 Tree Prototype Attributes - Unity Only Lecture 158 Tree Instance Attributes - Unity Only Lecture 159 Tree Scatter HDA Parameters Lecture 160 Unreal Foliage HDA Lecture 161 Unreal Tree Instancing Lecture 162 Converting to Foliage Actor - Unreal Only Lecture 163 Conclusion Section 19: Creating Rocks with Houdini Lecture 164 Introduction Lecture 165 Creating a Set of Rocks Lecture 166 Creating the Rock HDA Lecture 167 Scattering Rocks - Unreal Lecture 168 Scattering Rocks - Unity Lecture 169 Unity Test Lecture 170 Conclusion Section 20: Creating Grass with Houdini Lecture 171 Introduction Lecture 172 Creating the Grass Clump Lecture 173 Rendering the Grass Clump Lecture 174 Scattering Detail Grass - Unity Only Lecture 175 Using the Grass Layer - Unreal Only Lecture 176 Conclusion Section 21: Building a Generic Object Placer Tool Lecture 177 Introduction Lecture 178 Setting up the HDA Lecture 179 Creating the Placement Points Lecture 180 Unity Test Lecture 181 Unreal Test Lecture 182 Conclusion Section 22: Creating a Perimeter Fence Lecture 183 Introduction Lecture 184 Setting up the HDA Lecture 185 Creating the Wall Lecture 186 Creating the Posts Lecture 187 Creating the Fence Geometry Lecture 188 Creating the Sign Geometry Lecture 189 Packing the Sign UV's Lecture 190 Creating the Materials Lecture 191 Unreal Test Lecture 192 Unity Test Lecture 193 Conclusion Section 23: Creating Procedurally generated Signs Lecture 194 Introduction Lecture 195 Quick Start to COP's Lecture 196 Creating Sign Stripes Lecture 197 Adding Text Lecture 198 Adding Noise Lecture 199 Exporting Textures Lecture 200 Texture Packing Lecture 201 Conclusion Section 24: Rally Tracks - Creating the Terrain Lecture 202 Introduction Lecture 203 Setting up the HDA Lecture 204 Finishing up the Terrain Lecture 205 Creating the Track Tool HDA Lecture 206 Creating a Custom Track Shader Lecture 207 Importing the Proxy Track Lecture 208 Terrain Layers - Part 1 Lecture 209 Terrain Layers - Part 2 Lecture 210 Terrain Layers - Part 3 Lecture 211 Adding Terrain Layer Parameters Lecture 212 Conclusion Section 25: Rally Tracks - Track Deformation Lecture 213 Introduction Lecture 214 Creating a Track Layout Lecture 215 Leveling the Track to the Terrain Lecture 216 Track Turn Detection Lecture 217 Turn Falloff Lecture 218 Track Shoulders Lecture 219 Track Banking Lecture 220 Terrain Deformation - Part 1 Lecture 221 Terrain Deformation - Part 2 Lecture 222 Terrain Deformation - Part 3 Lecture 223 Unity Test Lecture 224 Conclusion Section 26: Conclusion Lecture 225 Conclusion Section 27: Procedural Tracks - Houdini 18 - Building the User Curve Lecture 226 Introduction Lecture 227 Set up the Houdini Project Lecture 228 Basic User Curve Lecture 229 Finding Curvature Lecture 230 Detecting if the User Curve is Closed Lecture 231 Finishing up the User Curve Lecture 232 Conclusion Section 28: Procedural Tracks - Houdini 18 - Building the Road Lecture 233 Introduction Lecture 234 Creating the Road Geometry Lecture 235 Texture the Road with Substance Alchemist Lecture 236 Creating the Road Lines Lecture 237 Road Lines UV Fix Lecture 238 Adding Skid Marks Lecture 239 Adding Multiple Skid Marks Lecture 240 Texturing the Skid Marks Lecture 241 Adding Decals Lecture 242 Conclusion Section 29: Procedural Tracks - Houdini 18 - Fences, Bumpers, Foliage, and Tire Stacks Lecture 243 Introduction Lecture 244 Creating the Gravel Traps Lecture 245 Creating the Fence Geometry Lecture 246 Creating the Bumpers Lecture 247 Adding Grasses Lecture 248 Adding Tire Stacks Lecture 249 Conclusion Beginning Level Designers,Unity 3D users wanting to automate their Level Creation processes,Unreal Engine users wanting to automate their Level Creation processes with Houdini Engine,Individuals wanting to learn everything about how to use the Houdini Engine,Individuals wanting to boost their Houdini skill sets Homepage https://www.udemy.com/course/procedural-race-tracks-houdini-175-and-houdini-engine/ Download ( Rapidgator ) https://rapidgator.net/file/5ed38b3a2a17d18a908b5ed998fcfb65/kpmbw.S.st61zombiegame.rar.html https://rapidgator.net/file/6a6b9dce272cdcc08791c1fbd483a44c/kpmbw.S.stProceduralRaceTracksHoudini17518andHoudiniEngine.part1.rar.html https://rapidgator.net/file/98d5f1a22ba3fc23a29794cce75bbbcd/kpmbw.S.st62CrossyRoad.rar.html https://rapidgator.net/file/e1c362829cf3ae7327f2a4f0bf7ec27b/kpmbw.S.stProceduralRaceTracksHoudini17518andHoudiniEngine.part2.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/2de9585904F0455e/kpmbw.S.st61zombiegame.rar https://uploadgig.com/file/download/6125f4E2e2be6867/kpmbw.S.stProceduralRaceTracksHoudini17518andHoudiniEngine.part1.rar https://uploadgig.com/file/download/afe53b528a355f17/kpmbw.S.stProceduralRaceTracksHoudini17518andHoudiniEngine.part2.rar https://uploadgig.com/file/download/e7C90ba879f653F5/kpmbw.S.st62CrossyRoad.rar Download ( NitroFlare ) https://nitroflare.com/view/32A7CEB928C8E1B/kpmbw.S.st61zombiegame.rar https://nitroflare.com/view/4ADF004A180A219/kpmbw.S.stProceduralRaceTracksHoudini17518andHoudiniEngine.part1.rar https://nitroflare.com/view/7555D7DA447476B/kpmbw.S.st62CrossyRoad.rar https://nitroflare.com/view/A57AB1F6347E813/kpmbw.S.stProceduralRaceTracksHoudini17518andHoudiniEngine.part2.rar Links are Interchangeable - 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  6. MP4 | Video: h264, yuv420p, 1920x1080 | Audio: aac, 48000 Hz | Duration: 14h 35m | 4.73 GB Genre: eLearning | Language: English In this tutorial you will learn the procedural modeling from fundamentals to advanced level. In the first part we will start to create the escalator elements and gradually we will move to more advanced procedural modeling techniques. In this part you will also study How to create vertex mask in Houdini for UE4 materials. How to add rig and export animated steps. How to add collision, and assign UE4 materials. In the second part you will study more advanced techniques of procedural modeling, procedural tools development (1_Group Select, 2_ProceduralBox With Cables) and procedural uv creation. We will also create procedural uv for trim textures. Further tutorial updates - For Free. Homepage https://www.cgcircuit.com/tutorial/houdini-tutorial-procedural-modeling Download ( Rapidgator ) https://rapidgator.net/file/1d80d89c51a1446d70c133c1a4b2791d/yxxud.Houdini.Tutorial.Procedural.Modeling.part1.rar.html https://rapidgator.net/file/c896844d561953dc5083a3592e3eb20e/yxxud.Houdini.Tutorial.Procedural.Modeling.part3.rar.html https://rapidgator.net/file/ed667c6b431f8bd5e11cb918f1b6c9df/yxxud.Houdini.Tutorial.Procedural.Modeling.part2.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/1ca18a2756333708/yxxud.Houdini.Tutorial.Procedural.Modeling.part3.rar https://uploadgig.com/file/download/Aa534C7a75Ee52dC/yxxud.Houdini.Tutorial.Procedural.Modeling.part1.rar https://uploadgig.com/file/download/D18f3ae58dbfC4a8/yxxud.Houdini.Tutorial.Procedural.Modeling.part2.rar Download ( NitroFlare ) https://nitroflare.com/view/8346A3878A391B0/yxxud.Houdini.Tutorial.Procedural.Modeling.part1.rar https://nitroflare.com/view/8B36B22D5690BFA/yxxud.Houdini.Tutorial.Procedural.Modeling.part2.rar https://nitroflare.com/view/9EBB107C5635C2A/yxxud.Houdini.Tutorial.Procedural.Modeling.part3.rar Links are Interchangeable - No Password - Single Extraction
  7. Published 08/2022 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz, 2 Ch Genre: eLearning | Language: English + srt | Duration: 12 lectures (1h 35m) | Size: 1 GB Learn creating mystique effect using vex coding What you'll learn You will learn Quaternion and Matrix in Houdini You will have deep understanding of vex coding You will have solid knowledge on how to use Houdini. You will learn how to create Mystique Effect in Houdini Requirements You need to at least know the basics of Houdini. knowledge of vex coding will be helpful but not necessary Description Hello everyone! This course will show you all the steps involved in setting up an mystique effect in houdini. You should have working knowledge of Houdini before enrolling in this course. I will provide the hip file and there are no extra assets to download (only mixamo animation, you can find free anim online), all you need is just Houdini software. If you have any questions, please feel free to ask me and I will try my best to answer. This course will be using Houdini 19, you should have no problems following along with the lecture videos with lower versions. Breakdown of the course Introduction to quaternion and matrix with easy example Fix problems we find in previous lessons. Use the same code on a static object. Try creating the same effect on an animated object. I will be presenting a very straight forward and approach to creating an FX shot like this. I also demonstrate a lot of small examples when I introduce a new concept. If you have been using Houdini for a little while, you should have no problems following this course. We will not cover the rendering part because the course is focusing on creating the mystique effect, but feel free to ask rendring questions. I hope you enojy the course! Who this course is for Anyone wants to learn how to create visual effects from scratch. Anyone wants to learn vex programming. Anyone wants to get more advanced content. Homepage https://www.udemy.com/course/mystique-effect-in-houdini-with-vex/ Download ( Rapidgator ) https://rapidgator.net/file/260303bd4d7985bcfc2472dc3f189678/zfmnk.Mystique.Effect.in.Houdini.with.Vex.part2.rar.html https://rapidgator.net/file/d2c5718ed3a4330d713e4c02dfba82bf/zfmnk.Mystique.Effect.in.Houdini.with.Vex.part1.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/F590ccE2ec8af2D4/zfmnk.Mystique.Effect.in.Houdini.with.Vex.part1.rar https://uploadgig.com/file/download/baD86e5dA707e434/zfmnk.Mystique.Effect.in.Houdini.with.Vex.part2.rar Download ( NitroFlare ) https://nitroflare.com/view/5CF908FEF382443/zfmnk.Mystique.Effect.in.Houdini.with.Vex.part2.rar https://nitroflare.com/view/B02EDA55A5A5D3D/zfmnk.Mystique.Effect.in.Houdini.with.Vex.part1.rar Links are Interchangeable - No Password - Single Extraction
  8. CGCircuit - Stylized Skin Growth in Houdini Content Source:https://www.cgcircuit.com/course/stylized-skin-growth-in-houdini Genre / Category:3D Tutorials File Size :4.5GB In this course we'll be tackling how to set up a stylized, organic and slightly creepy skin growth effect that sits somewhere between VFX and Motion Graphics. While creating this highly specific effect the viewer will be able to pick up a bunch of useful tips and tricks that can be implemented into their work. We will set up the effect from scratch using several simulations that work in unison. We start out with a custom grain simulation that drives our vellum skin simulation, which in turn influences the hair simulation. Once we're done with our simulation we'll bring back our deforming geometry onto our base model. After this we'll cover a bit of shading and rendering with Redshift. We will use a decent amount of VEX and we will end up with a clean, reusable setup. Download from UploadCloud https://www.uploadcloud.pro/hi1me5wg3zlh/rgihs.Stylized.Skin.Growth.in.Houdini.rar.html Download ( Rapidgator ) https://rapidgator.net/file/f1668e6816973fad83b3d92378da09c2/rgihs.Stylized.Skin.Growth.in.Houdini.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/587e9A0c7493e5b0/rgihs.Stylized.Skin.Growth.in.Houdini.rar Download ( NitroFlare ) https://nitroflare.com/view/0A41E43035937B8/rgihs.Stylized.Skin.Growth.in.Houdini.rar Links are Interchangeable - No Password - Single Extraction
  9. MP4 | Video: h264, yuv420p, 1920x1080 | Audio: aac, 44100 Hz | Duration: 1h 57m | 3.52 GB Genre: eLearning | Language: English Houdini height fields have many useful nodes to be able to quickly create a realistic terrain which can be use in Houdini or exported with a displacement map. You can simulation eruption, isolate areas to create water, and many other terrain conditions. This two part course, taught by Charles Chorein, will get you up to speed on using the features in Houdini. This course, part two of the duo, focuses on shading, lighting, rendering, and other technical aspects of Mantra aspect to enable us to render this shot. It includes an exploration of NVIDIA OptiX technology in Mantra for denoising renders, as well as the use of LPEs,and utility AOVs to help in creating the composite in Nuke. Class 1: LPEs and OptiX The course begins by creating a snow and tree shader with textures. An exploration of Light Path Expressions (LPEs), which provide extra layers of control for our AOVs in Nuke without a single line of coding. Finally, for those with an NVIDIA graphics card, how to use NVIDIA's OptiX technology in Mantra to denoise renders on the fly using the GPU. Class 2: Dealing with noise Samples and noise can be time-consuming and difficult to handle. Mantra provides a lot of control to optimize and get the right values for noise-free renders. This class includes an exploration of multiple tests to examine the possibilities and obtain the right settings. Class 3: Lighting Now that all technical aspects of our scene have been addressed, we work towards matching the image reference as closely as possible in order to integrate the mountain into the background. An analysis of the lighting in the background image and how to re-create it with an HDRI, SkyLight and AreaLight. Class 4: Final steps before rendering Before launching our final render, we add additional AOVs which will allow us to be able to adjust and rebalance our image and lighting directly in Nuke without re-rendering. Don't under estimate Cryptomatte in Houdini Mantra....it's very simple to set up and extremely useful in Nuke for creating masks. Class 5: Slap comp With the renders complete, we export the camera in Houdini via an Alembic file and re-create the 3D setup in Nuke in order to match the camera movement. Creation of a slap comp in Nuke, rebalancing the image using ourAOVs, Cryptomatte, and multilights inorder to improve and finish the comp. Homepage https://www.fxphd.com/details/643/ Download from UploadCloud https://www.uploadcloud.pro/e7w15ck6lmg5/huujg.FXPHD.Height.Fields.in.Houdini.Part.2.part1.rar.html https://www.uploadcloud.pro/xz7qx2v8j8mv/huujg.FXPHD.Height.Fields.in.Houdini.Part.2.part2.rar.html Download ( Rapidgator ) https://rapidgator.net/file/1ba597cd6fe1cf565f916badf687d930/huujg.FXPHD.Height.Fields.in.Houdini.Part.2.part2.rar.html https://rapidgator.net/file/c436963150b8dd579a6ca03deb5a31a1/huujg.FXPHD.Height.Fields.in.Houdini.Part.2.part1.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/40516CD3868162ef/huujg.FXPHD.Height.Fields.in.Houdini.Part.2.part2.rar https://uploadgig.com/file/download/B9fF9dC3c835Cc17/huujg.FXPHD.Height.Fields.in.Houdini.Part.2.part1.rar Download ( NitroFlare ) https://nitroflare.com/view/13D3D261FFC7B9A/huujg.FXPHD.Height.Fields.in.Houdini.Part.2.part2.rar https://nitroflare.com/view/E0A712162F53040/huujg.FXPHD.Height.Fields.in.Houdini.Part.2.part1.rar Links are Interchangeable - No Password - Single Extraction
  10. MP4 | Video: h264, yuv420p, 1920x1080 | Audio: aac, 44100 Hz | Duration: 1h 59m | 1.71 GB Genre: eLearning | Language: English Houdini height fields have many useful nodes to be able to quickly create a realistic terrain which can be use in Houdini or exported with a displacement map. You can simulation eruption, isolate areas to create water, and many other terrain conditions. This course, taught by Charles Chorein, will get you up to speed on using the features in Houdini. Creating a random terrain from scratch without any context can be quite straightforward. Matching a terrain is much more complex and this course shows how to match a reference image using methodology that has been proven in multiple projects in production. By the end of the course, you'll have a base understanding of some of the most useful height field nodes and be able to create a terrain. Homepage https://www.fxphd.com/details/641/ Download from UploadCloud https://www.uploadcloud.pro/us7ydawu333a/boajg.FXPHD.Height.Fields.in.Houdini.Part.1.rar.html Download ( Rapidgator ) https://rapidgator.net/file/7db6ef0c58978cfa3e80400a7195ad31/boajg.FXPHD.Height.Fields.in.Houdini.Part.1.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/b7452072feE81067/boajg.FXPHD.Height.Fields.in.Houdini.Part.1.rar Download ( NitroFlare ) https://nitroflare.com/view/71FD7EAA59AD577/boajg.FXPHD.Height.Fields.in.Houdini.Part.1.rar Links are Interchangeable - No Password - Single Extraction
  11. Video: MPEG4 Video (H264) 1920x1080 24fps 1086kbps | Audio: AAC 44100Hz stereo 156kbps Genre: eLearning | Duration: 5hrs+ | Language: English | File size: 4.5 GB More and more applications are starting to support USD and most studios are in some way using it in their pipelines. USD is here to stay and it is slowly becoming the industry standard. This course is designed for artists who want to get familiar with how USD works to better understand the pipelines that they are working in. It will cover all the basics you need to know about USD in general, and then it will focus more on Houdini and its new LOP context introduced in version 18.0 which allows artists to procedurally edit and create USD files. The course begins by explaining all the core concepts of USD, followed up by applying this knowledge on an example shot as it moves along a USD based pipeline. It will go over asset creation, layout, animation, FX and lighting. In the end, you will have a solid understanding of what a USD pipeline looks like from start to finish and especially how you can work with USD files in Houdini. Everything you will need as a Houdini artist from opening USD files to importing them into SOPs and then successfully exporting it back to USD will be covered. Jeronimo Maggi started his career as a 3D generalist and has been working with Houdini as an FX TD in feature films for the last 6 years. He worked for several years in the education field teaching Houdini and currently works in Animal Logic Vancouver as a Character FX Technical Director. course syllabus CLASS 1: DATA STRUCTURES IN USD PART 1 We are going to look at the very basics of USD with a focus on how data is structured, as well as introduce LOPs as the place to create and edit USD data. There will also be an introduction to the project we are going to be working on throughout the whole course. Afterwards, we will begin to cover some USD terminology such as Prim, Schema, Namespace, Properties, Attributes, Relationships and Metadata, while learning how to view all these things in Houdini. This lesson finishes with a small example of how a model from SOPs can be converted into a hierarchy of Prims when imported to LOPs. CLASS 2: DATA STRUCTURES IN USD PART 2 Continuing with the example from the previous class, this lesson will cover everything related to attributes. We are going to go over attribute types, primvars, interpolation and default and time sampled values. The last part of the video will introduce the concept of layers and we are going to learn how to export USD files from Houdini and the differences between usda and usdc formats. We will finish by opening the USD file and learning how to read its contents. CLASS 3: USD COMPOSITION PART 1 Now that we have a good understanding of how USD structures 3D data, we are going to look at how USD's composition engine allows us to combine different layers. Composition is a key feature of USD which allows you to assemble assets into aggregates and let different artists and departments non-destructively edit them. In this lesson, we are going to go over the concept of stage and look at the two main composition arcs called Sublayers and References and learn how to build these compositions in LOPs. We are going to finish this lesson covering Specifiers and their importance when it comes to composition. CLASS 4: USD COMPOSITION PART 2 In this second part, we will cover the remaining composition arcs: Payloads, Variant Sets, Inherits and Specializes. We will go over a small example that shows how these composition arcs are used throughout the whole pipeline. The second part of the video will focus on LIVRPS and understanding the strength ordering of composition arcs. This last concept is very important and one of the trickiest to understand. CLASS 5: CREATING ASSETS PART 1 We are finally ready to start creating the assets we are going to be using in our project. In this class, we are going to apply all the concepts we learnt in the previous lessons to come up with what composition arcs and layers we are going to use to structure every USD model. We will go in-depth over how LOPs works and learn how to handle and export multiple anonymous layers at once as well as cover the concepts of Default Prims, lofting properties to a payload, assigning materials and finally having our first look at Karma to see what our materials look like. CLASS 6: CREATING ASSETS PART 2 In this lesson, we are going to use the setup used to create an asset from class 5 and make it more procedural so we can easily reuse it with all the other assets. We will go over 6 different assets in our project which all have slight variations in their setup, such as multiple model variants or a model and a material variant set. We are also going to cover a few more concepts such as Subsets, Model Hierarchy and Purpose. The last part of this class will go over 5 different ways in which you could structure your asset. CLASS 7: LAYOUT AND ANIMATION By looking at how we can assemble a shot, we are going to keep learning and getting more familiar with LOPs. We will look at the Stage Manager and how it can help us quickly load assets to assemble the set, which together with the Interactive Edit will allow us to place these assets in our scene. In this lesson, we will also cover Viewport Overrides, Instancing and look into two ways in which the edits from animation and layout can be structured into their own layers. CLASS 8: FX IN USD PART 1 In this lesson, we will cover the first part of the workflow of an FX artist, from loading animation in LOPs to importing it to SOPs. In order to achieve this, we will have to learn about the LOP Import and the USD Unpack and how to traverse the stage and import what we want. An integral part of this workflow is the usdxform attribute, so we will go over world and local space and its importance when roundtripping between LOPs and SOPs. Finally, we will look at writing out the FX layer as a sequence of files and learn how to stitch it into a value clip in order for USD to read it properly. CLASS 9: FX IN USD PART 2 In the second part of the FX workflow, we are going to learn about Primitive Patterns and Vexpressions to easily select Prims in the stage. We will also look at Collections as a way of easily grouping Prims so they can be imported into SOPs later. This lesson will focus on volumes and how VDBs can be imported into LOPs and finally an introduction to the RBD Destruction LOP which is a very convenient way of letting LOPs take care of all the USD side of things when we do an RBD sim. CLASS 10: FX IN USD PART 3 This class will cover the two remaining effects which are the picture frame falling and an RBD simulation of the books. Instead of using the RBD Destruction LOP as before, we are going to learn how to import packed geometry into LOPs manually. In the case of the books where the geometry hasn't changed, we are going to cover how we can only author the transforms of the book simulation without actually modifying any of the Mesh Prims. CLASS 11: LIGHTING AND RENDERING To end our example we will go over the last stage in our pipeline which involves lighting and rendering. In this lesson, we will learn about lights in USD and how this is implemented in LOPs. We will cover how to use the Light Mixer, the Light Linker and how to edit existing materials without changing the original layer. Finally, we will look at Karma, Houdini's new renderer. We are going to cover the basic settings as well as creating custom component AOVs per light using Light Path Expressions. CLASS 12: ADVANCED LOPS In the last lesson of this course, we will look at a few advanced tips and tricks that weren't covered in the course but are worth knowing. We will begin by taking a look at 2 tools that come with USD which are called usdcat and usdview, followed by a look at the Instancer LOP and how it can be used to author composition arcs procedurally. Another tip we will look into is the HoudiniLayerInfo Prim and how we can temporarily store data using the Store Parameter LOP. Finally, we will learn about the Python LOP and how to create the Loft Variant Set HDA. Homepage https://www.fxphd.com/details/642/ Download ( NitroFlare ) https://nitro.download/view/3A50EFE4784F81B/btpmw.FXPHD..USD.and.LOPs.for.Houdini.Artists.by.JERONIMO.MAGGI.part3.rar https://nitro.download/view/7DF3F69349B466D/btpmw.FXPHD..USD.and.LOPs.for.Houdini.Artists.by.JERONIMO.MAGGI.part1.rar https://nitro.download/view/A41BD43D1725C75/btpmw.FXPHD..USD.and.LOPs.for.Houdini.Artists.by.JERONIMO.MAGGI.part2.rar Download ( Rapidgator ) https://rapidgator.net/file/019b752169827ed638060f92c5e15480/btpmw.FXPHD..USD.and.LOPs.for.Houdini.Artists.by.JERONIMO.MAGGI.part1.rar.html https://rapidgator.net/file/33279c3db02bccbcace7b895ca24da3b/btpmw.FXPHD..USD.and.LOPs.for.Houdini.Artists.by.JERONIMO.MAGGI.part3.rar.html https://rapidgator.net/file/83d02852f5513f67a91bf13547aaeb3b/btpmw.FXPHD..USD.and.LOPs.for.Houdini.Artists.by.JERONIMO.MAGGI.part2.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/3BcD6023a0A35566/btpmw.FXPHD..USD.and.LOPs.for.Houdini.Artists.by.JERONIMO.MAGGI.part1.rar https://uploadgig.com/file/download/Db7E3b02c425db56/btpmw.FXPHD..USD.and.LOPs.for.Houdini.Artists.by.JERONIMO.MAGGI.part2.rar https://uploadgig.com/file/download/c743228a4Bbb33df/btpmw.FXPHD..USD.and.LOPs.for.Houdini.Artists.by.JERONIMO.MAGGI.part3.rar Links are Interchangeable - No Password - Single Extraction
  12. Video: MPEG4 Video (H264) 1920x1080 24fps 1086kbps | Audio: AAC 44100Hz stereo 156kbps Genre: eLearning | Duration: 5hrs+ | Language: English | File size: 4.5 GB More and more applications are starting to support USD and most studios are in some way using it in their pipelines. USD is here to stay and it is slowly becoming the industry standard. This course is designed for artists who want to get familiar with how USD works to better understand the pipelines that they are working in. It will cover all the basics you need to know about USD in general, and then it will focus more on Houdini and its new LOP context introduced in version 18.0 which allows artists to procedurally edit and create USD files. The course begins by explaining all the core concepts of USD, followed up by applying this knowledge on an example shot as it moves along a USD based pipeline. It will go over asset creation, layout, animation, FX and lighting. In the end, you will have a solid understanding of what a USD pipeline looks like from start to finish and especially how you can work with USD files in Houdini. Everything you will need as a Houdini artist from opening USD files to importing them into SOPs and then successfully exporting it back to USD will be covered. Jeronimo Maggi started his career as a 3D generalist and has been working with Houdini as an FX TD in feature films for the last 6 years. He worked for several years in the education field teaching Houdini and currently works in Animal Logic Vancouver as a Character FX Technical Director. course syllabus CLASS 1: DATA STRUCTURES IN USD PART 1 We are going to look at the very basics of USD with a focus on how data is structured, as well as introduce LOPs as the place to create and edit USD data. There will also be an introduction to the project we are going to be working on throughout the whole course. Afterwards, we will begin to cover some USD terminology such as Prim, Schema, Namespace, Properties, Attributes, Relationships and Metadata, while learning how to view all these things in Houdini. This lesson finishes with a small example of how a model from SOPs can be converted into a hierarchy of Prims when imported to LOPs. CLASS 2: DATA STRUCTURES IN USD PART 2 Continuing with the example from the previous class, this lesson will cover everything related to attributes. We are going to go over attribute types, primvars, interpolation and default and time sampled values. The last part of the video will introduce the concept of layers and we are going to learn how to export USD files from Houdini and the differences between usda and usdc formats. We will finish by opening the USD file and learning how to read its contents. CLASS 3: USD COMPOSITION PART 1 Now that we have a good understanding of how USD structures 3D data, we are going to look at how USD's composition engine allows us to combine different layers. Composition is a key feature of USD which allows you to assemble assets into aggregates and let different artists and departments non-destructively edit them. In this lesson, we are going to go over the concept of stage and look at the two main composition arcs called Sublayers and References and learn how to build these compositions in LOPs. We are going to finish this lesson covering Specifiers and their importance when it comes to composition. CLASS 4: USD COMPOSITION PART 2 In this second part, we will cover the remaining composition arcs: Payloads, Variant Sets, Inherits and Specializes. We will go over a small example that shows how these composition arcs are used throughout the whole pipeline. The second part of the video will focus on LIVRPS and understanding the strength ordering of composition arcs. This last concept is very important and one of the trickiest to understand. CLASS 5: CREATING ASSETS PART 1 We are finally ready to start creating the assets we are going to be using in our project. In this class, we are going to apply all the concepts we learnt in the previous lessons to come up with what composition arcs and layers we are going to use to structure every USD model. We will go in-depth over how LOPs works and learn how to handle and export multiple anonymous layers at once as well as cover the concepts of Default Prims, lofting properties to a payload, assigning materials and finally having our first look at Karma to see what our materials look like. CLASS 6: CREATING ASSETS PART 2 In this lesson, we are going to use the setup used to create an asset from class 5 and make it more procedural so we can easily reuse it with all the other assets. We will go over 6 different assets in our project which all have slight variations in their setup, such as multiple model variants or a model and a material variant set. We are also going to cover a few more concepts such as Subsets, Model Hierarchy and Purpose. The last part of this class will go over 5 different ways in which you could structure your asset. CLASS 7: LAYOUT AND ANIMATION By looking at how we can assemble a shot, we are going to keep learning and getting more familiar with LOPs. We will look at the Stage Manager and how it can help us quickly load assets to assemble the set, which together with the Interactive Edit will allow us to place these assets in our scene. In this lesson, we will also cover Viewport Overrides, Instancing and look into two ways in which the edits from animation and layout can be structured into their own layers. CLASS 8: FX IN USD PART 1 In this lesson, we will cover the first part of the workflow of an FX artist, from loading animation in LOPs to importing it to SOPs. In order to achieve this, we will have to learn about the LOP Import and the USD Unpack and how to traverse the stage and import what we want. An integral part of this workflow is the usdxform attribute, so we will go over world and local space and its importance when roundtripping between LOPs and SOPs. Finally, we will look at writing out the FX layer as a sequence of files and learn how to stitch it into a value clip in order for USD to read it properly. CLASS 9: FX IN USD PART 2 In the second part of the FX workflow, we are going to learn about Primitive Patterns and Vexpressions to easily select Prims in the stage. We will also look at Collections as a way of easily grouping Prims so they can be imported into SOPs later. This lesson will focus on volumes and how VDBs can be imported into LOPs and finally an introduction to the RBD Destruction LOP which is a very convenient way of letting LOPs take care of all the USD side of things when we do an RBD sim. CLASS 10: FX IN USD PART 3 This class will cover the two remaining effects which are the picture frame falling and an RBD simulation of the books. Instead of using the RBD Destruction LOP as before, we are going to learn how to import packed geometry into LOPs manually. In the case of the books where the geometry hasn't changed, we are going to cover how we can only author the transforms of the book simulation without actually modifying any of the Mesh Prims. CLASS 11: LIGHTING AND RENDERING To end our example we will go over the last stage in our pipeline which involves lighting and rendering. In this lesson, we will learn about lights in USD and how this is implemented in LOPs. We will cover how to use the Light Mixer, the Light Linker and how to edit existing materials without changing the original layer. Finally, we will look at Karma, Houdini's new renderer. We are going to cover the basic settings as well as creating custom component AOVs per light using Light Path Expressions. CLASS 12: ADVANCED LOPS In the last lesson of this course, we will look at a few advanced tips and tricks that weren't covered in the course but are worth knowing. We will begin by taking a look at 2 tools that come with USD which are called usdcat and usdview, followed by a look at the Instancer LOP and how it can be used to author composition arcs procedurally. Another tip we will look into is the HoudiniLayerInfo Prim and how we can temporarily store data using the Store Parameter LOP. Finally, we will learn about the Python LOP and how to create the Loft Variant Set HDA. 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  13. Last updated 3/2022 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 7.89 GB | Duration: 18h 11m Beginners guide to Houdini FX 19 : The most powerful 3D application in the world. No prior knowledge required. What you'll learn You will learn how to create professional Explosions. You will have solid knowledge on how to use Houdini. You will learn how to create realistic oceans. You will learn how to create Destruction. You will learn how to Create full CG chocolate commercial using Houdini. You will learn how to make sand and snow effects in Houdini. You will learn how to use flip fluid solver inside Houdini. You will learn how to make rain effect. And much more.... You will fall in love with this software :). Requirements You must have passion to learn visual effects and Game effects. You must have passion to learn Houdini. You should know how to use the computer. Description Updates:New section: Big scale explosion in Houdini 19Barrel Explosion in Houdini 19: lectures number (68,69,70,71)Introduction to explosions in Houdini 19New lectures: 57,58,59New lectures: 21,22,23,53,54,55,56New section: Flip fluidsNew section (Introduction to Pyro in Houdini 19)Introduction section's outdated lectures are updated with new lectures and now is applicable in Houdini 19.-----------------------------------------------------------------------------------------------------------This is the best selling Visual Effects Course.You will not find like this course anywhere.No presentations, No time wasting, It's all about doing and creating.This Course is Projects based Course, so you will learn Houdini by creating effects!.This course is continually updated.Why you want to learn Houdini FX?Houdini FX is a visual effects and 3D animation software like Maya or Blender, but what makes Houdini different and unique is the procedural system and has very powerful dynamic system that other softwares don't have. You will be surprised about that.Houdini is the number 1 3D application that used in vfx, 3D animation studios and Game studios, Houdini can create high quality effects like water, explosions, fire and sand....Houdini now is used by Big Game studios, they save 100X of the time by creating tools that are used in their Game Engine or in unreal engine or unity.Knowing Houdini gives you very big advantage in the Game industry and in VFX companies.If you are Game developer you must know at least a little bit how Houdini works, this gives you very big advantage in Game studios. In my course I will just teach you how to use Houdini, not teaching you how to use it for games. After you watch my course then you will be able to learn how to use it for games and in game engines like unreal engine or unity. i,e: I will not teach you how to use it for games, I just will teach you Houdini.This course is very special, I will teach you how to use Houdini software to create interesting effects.I will make it fun to learn and I will simplify every thing for you.Take the course now and I promise you won't disappointed!Q&AIs Houdini free software? Yes its free for non commercial use,and it called Houdini apprentice.Is there any limitation in Houdini apprentice? No, you Have all the tools that the paid version has ,and you can render your shots too, but the images output restricted to 1280x720 when rendering.I am game developer,do I need to learn Houdini? Yes, you must at least know a the basics of Houdini.How Houdini is used in Game studios? Say for example you have a game and you want to fill it with more than 1000 buildings,imagine how long this will take you right? But in Houdini you can create 1 building and then export it as Digital asset(Plugin) to Unreal Engine or Unity,and in Unreal Engine you can scatter the building in your game and give random variation to each building,like the size,the color,windows size,Height,width and so on.... Imagine how much time you saved! instead of creating 1000 buildings,you created just 1 building in Houdini, Not just buildings,this works for(sieges,tables,chairs,streets......) Overview Section 1: Introduction Lecture 1 Promo Video Lecture 2 Advice for you Lecture 3 Quick Tour Lecture 4 Shortcuts for navigating in the viewport Lecture 5 Creating objects Lecture 6 Display and render flags Lecture 7 Link channels Lecture 8 Understanding Procedural Lecture 9 Creating Materials Lecture 10 Homework Lecture 11 Fixing the topology of the cheese model Lecture 12 Creating your first animation Lecture 13 Creating a Cup using curves Section 2: Houdini Core (Groups) Lecture 14 Creating groups by selection Lecture 15 Grouping by bounding box and normal Lecture 16 Group by Range Section 3: Houdini Core(Attributes) Lecture 17 Attributes Lecture 18 Attribute transfer Lecture 19 Attribute Randomize Section 4: Some Modeling stuff Lecture 20 Here you can download the files for this section Lecture 21 Modeling an oil Barrel Lecture 22 Add texture to the Oil Barrel Lecture 23 Creating Dollar symbol Lecture 24 Spider Web Lecture 25 Creating Organic Shape Section 5: Introduction to Pyro in Houdini 19 Lecture 26 Introduction Lecture 27 Explaining the smoke nodes Lecture 28 Caching the simulation Lecture 29 Creating a coffee steam Lecture 30 Candle effect Lecture 31 Creating a flipbook Lecture 32 Pyro fields and shapes Guide Lecture 33 Microsolvers Lecture 34 Gas Axis Force Lecture 35 Wheel burnout: Prepare the geometry Lecture 36 Wheel burnout: Creating the smoke Lecture 37 Fire intro Lecture 38 Aces color space Lecture 39 Creating the Fire Lecture 40 Shading the fire Lecture 41 Final touches in Nuke Lecture 42 How to Download Aces OCIO Lecture 43 Colored Smoke Lecture 44 Temperature diffusion and cooling Section 6: Flip Fluids in Houdini 19 Lecture 45 Flip Fluids section Demo Lecture 46 Intro to Flip Fluids Lecture 47 Particle fluid Lecture 48 Fluids Mix Lecture 49 Fluids Mix with one mesh Lecture 50 Adding forces to the Fluids Lecture 51 Viscosity Lecture 52 Viscosity attribute Lecture 53 Fixing issues caused by fast moving objects Lecture 54 Preparing the emitters Lecture 55 Creating the fluid Lecture 56 Adjusting the particle simulation Lecture 57 Creating and caching the mesh Lecture 58 Setup the background and camera Lecture 59 Setup the lighting and shading Lecture 60 Final touches inside nuke Section 7: Introduction to Explosions in Houdini 19 Lecture 61 Creating your first explosion Lecture 62 Enhancing the look of the explosion Lecture 63 Adding velocity boost Lecture 64 Pyro burst source Lecture 65 Pyro burst source blurry explosion Lecture 66 Creating Multiple explosions Lecture 67 Shockwave Lecture 68 Creating the barrel explosion Lecture 69 lighting and caching the explosion Lecture 70 Shading and rendering Lecture 71 Explosion final touches in Nuke Lecture 72 Creating trails for explosions Lecture 73 Adding fire to Trails Section 8: Big scale explosion in Houdini 19 Lecture 74 Downloadable resources Lecture 75 Creating the main explosion Lecture 76 Finish and cache the main explosion Lecture 77 Creating the Big shockwave Lecture 78 Creating the trails for big scale explosion Lecture 79 Adding volume light to the main explosion Lecture 80 Adding final touches for Big explosion in Nuke Section 9: Introduction to Rigid Bodies Lecture 81 Downloadable Resources Lecture 82 Understanding RBD Objects Lecture 83 Packed Primitives Lecture 84 Wall Destruction Lecture 85 Adding more details to the wall destruction Lecture 86 Tips for Destruction Lecture 87 Pin Constraint Lecture 88 Hinge Constraint Section 10: Particles Lecture 89 Creating particle Emitter Lecture 90 Creating Forces Lecture 91 Emitting from surfaces Manually Lecture 92 Filling a Text with particles Lecture 93 Curve Force Lecture 94 Animated Curves Section 11: Introduction to VOPs Lecture 95 Intro to VOPs Lecture 96 Clamp Lecture 97 Adding random scale. Section 12: Introduction to Vellum Lecture 98 Here you can download the files for this section (Vellum) Lecture 99 Note Lecture 100 Creating a Flag using Vellum Lecture 101 Attaching a cloth to Animated object Lecture 102 Pressure constraint Lecture 103 Continuous Emitting Section 13: Creating rain effect Lecture 104 Rain Effect introduction Lecture 105 Rain effect part 1 Lecture 106 Rain effect part 2 Lecture 107 Rain effect part 3 Section 14: Creating Sand and Snow Effect in Houdini Lecture 108 Fill an object with sand Lecture 109 creating the ground and cache the file Lecture 110 Upres the sand Lecture 111 creating the project folder Lecture 112 Importing the animation to Houdini Lecture 113 scale and clean the animation Lecture 114 setup the collision to the animation Lecture 115 creating the camera and the object to fill it with sand Lecture 116 fill the geometry with sand Lecture 117 creating High res sand Lecture 118 creating the snow effect Lecture 119 Adding variation to the particles Lecture 120 Adding material to the particles Lecture 121 Final result of thirty million particles Lecture 122 The Final result Lecture 123 Adding snow particles to the final render Lecture 124 Deform the Geometry with grain solver Section 15: RBD Material Fracture Lecture 125 Basics of RBD Material Fracture Lecture 126 Adding more details Lecture 127 Glass Fracture Section 16: Explosions in Houdini 16.5 (Legacy) Lecture 128 Note Lecture 129 Creating simple explosion part 1 Lecture 130 Creating simple explosion part 2 Lecture 131 Understanding the Source Volume Lecture 132 Timing your explosion Lecture 133 Gasoline Explosion Intro Lecture 134 Here you can download files for Gasoline explosion Lecture 135 Creating the explosion Lecture 136 Light,shade and render the explosion Lecture 137 Timing the explosion Lecture 138 Camera Shake Lecture 139 Desert Explosion intro Lecture 140 Desert Explosion advanced Lecture 141 Final touches in Nuke (Advanced) Section 17: Small scale Ocean Lecture 142 Small scale Ocean Lecture 143 Small scale ocean part 2 Section 18: Big scale Ocean Lecture 144 Big scale Ocean Section 19: Shark jumping from water Lecture 145 Shark part 1 Lecture 146 Shark part 2 Lecture 147 Shark part 3 Lecture 148 Note Section 20: Creating droplets effect Lecture 149 Downloadable Resources Lecture 150 Creating Droplets "Condensation" Section 21: Introduction to Pyro FX (Legacy) Lecture 151 Note Lecture 152 Introduction to the section (Pyro Solver) Lecture 153 Understanding the Voxels Lecture 154 Here you can download the files for this sections. Lecture 155 Creating smoke Emiter Lecture 156 Creating a Flipbook Lecture 157 Understanding the smoke Emitter Lecture 158 Understanding the pyro solver Lecture 159 Tip 01 Lecture 160 Homework Lecture 161 Homework answer Lecture 162 Prepare and Import the 3D wheel into the scene Lecture 163 Start creating the fire Lecture 164 Finishing and caching the fire on disk Lecture 165 Final touches on the fire Lecture 166 Candle resource download Lecture 167 Candle effect Section 22: Flip Fluid (Outdated) Lecture 168 Note Lecture 169 Here you can download the files of chocolate project. Lecture 170 Emitting Fluid from an Object Lecture 171 Fill a geometry with particles Lecture 172 creating the project folder Lecture 173 cache the particles Lecture 174 using expressions to animate the emitter Lecture 175 Meshing the particles Lecture 176 emitting from multiple emitters Lecture 177 How to add a different viscosity for each Emitter in Houdini 17.5 Lecture 178 setting activation keys for emitters Lecture 179 creating proxy for the collisions Lecture 180 creating the cache for all emitters Lecture 181 creating a mesh for every emitter Lecture 182 improving the mesh Lecture 183 optimizing the poly count and caching Lecture 184 load the cache and creating flipbook Lecture 185 what if you dont have the alembic files Lecture 186 Important talk Lecture 187 Loading the final result of the mesh Lecture 188 Creating materials in Houdini Lecture 189 creating materials for the static layers Lecture 190 creating the ground and the camera Lecture 191 Creating the environment light Lecture 192 shading the first layer Lecture 193 shading the second layer Lecture 194 Shading the third layer Lecture 195 shading the remaining static layers Anyone wants to learn how to create visual effects from scratch.,Game developers who want to power up their games using Houdini.,Any one who have passion to learn Houdini. 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  14. Last updated 1/2022 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 5.80 GB | Duration: 5h 28m Learn Houdini the easy way - a practical handbook to learn the basics of the software What you'll learn The basics of Houdini and some of the most important visual effects Particle systems Basic simulations: fire, smoke, oceans Compositing with real footage Rendering in Mantra Modelling, lights and materials Requirements This is a basic course on Houdini. Every step is clearly explained, so you don't need to have any special knowledge of the software. Description This course has a clear objective: to make simple enough the complexity of Houdini, and make your first step in the way of visual effects.It is addressed to people with little or no knowledge of Houdini, so if you are already experienced with this software, maybe the course is not fo you!Also take a look at my last course, "Houdini FX - How to add Visual Effects in Real Videos", it is specifically addressed to show how to create special effects to be composited with live footage.Houdini is a very complex software and it takes months just to understand how it works.So we decided to create simple lessons that will guide you in the basic concepts of Houdini.In this course you'll get right to the point. For each lesson, only simple and essential explanations.With this course, you'll learn the basic technics about Houdini's modelling and special effects.You can use the lessons as a reference or a starting point to learn the basics of Houdini.We will update the course regularly, in order to add new topics every week.The course is the result of a personal experience. When I started studying Houdini, I had great difficulty finding courses or lessons that clearly explained the steps to achieve an effect or a simulation.Even in the tutorials for beginners, there was always something unclear.Sometimes there weren't all the steps explained, sometimes there were advanced concepts that a beginner can't know.And above all, in order to complete a tutorial, you had to know concepts explained in other tutorials.In short, an endless road.But that's not all. Often the tutorials are extended on topics of little importance or the teacher talks about things that have nothing to do with the lesson.Have you ever followed a tutorial that lasts 40 minutes just to explain a concept of 5 minutes?Continuous pauses, concepts repeated several times, continuous comments often of little use.If you don't remember a passage, you have to listen again 40 minutes of the lesson just to get to the point where the teacher talks about the concept that interests you!In short, from all these experiences, I wanted to create a course that explains clearly, but without delay, each step to achieve effects and simple simulations.If you already have a good knowledge of Houdini or if you are looking for a course to achieve spectacular and cinematic effects, maybe this course is not for you.This course is for beginners and is a practical guide, made up of short lessons, simple steps and clear explanations on how to use Houdini.For each lesson you will also find the attached project file with all the explanations to be able to repeat the exercise independently.You will learn how to make simple animations, create materials and apply textures to an object.We will also see the principles of the procedural system that is the basis and the strength of Houdini.Please send me your comments, suggestions or other topics of interest to improve the course and help all the people who want to learn this great software! Overview Section 1: Houdini basics Lecture 1 The user interface - part 1 Lecture 2 The user interface - part 2 Lecture 3 What are "nodes" Lecture 4 How to add and manage cameras Lecture 5 The lights in Houdini Lecture 6 Essential modelling tools - part 1 Lecture 7 Essential modelling tools - part 2 Lecture 8 Rendering Section 2: Materials and Textures Lecture 9 Materials - introduction Lecture 10 The concept of UV mapping Lecture 11 Textures part 1 Lecture 12 Textures part 2 Lecture 13 Textures part 3 - how to manually create the UV Map Section 3: How to reproduce the exercises Lecture 14 Shooting videos Lecture 15 How to import the video in Houdini Section 4: Rigid bodies Lecture 16 Rigid bodies intro Lecture 17 A simple object destruction Lecture 18 Wall destruction Lecture 19 Exercise 1: Ball thrown with a finger Section 5: Oceans Lecture 20 Oceans - part 1 Lecture 21 Oceans - part 2 Section 6: Smoke Lecture 22 Smoke - part 1 Lecture 23 Smoke - part 2 Section 7: Fire Lecture 24 Fire - part 1 Lecture 25 Fire - part 2 Section 8: Terrains Lecture 26 Terrains - part 1 Lecture 27 Terrains - part 2 Lecture 28 Terrains - part 3 Section 9: Particles system Lecture 29 How to create particles Lecture 30 Movement and trajectory of particles Lecture 31 How to add forces to particles: Axis Force Lecture 32 "Axis Force Particles" examples and files Lecture 33 Particles along a curve path Lecture 34 Interaction between particles Lecture 35 Interaction of particles with other objects Section 10: Advanced section: particles system - how to build a simulation from scratch Lecture 36 What you will learn Lecture 37 The particles emitter Lecture 38 The "Point" node Lecture 39 Let's add a speed to the points! Lecture 40 How to set a random velocity for particles Lecture 41 The "mass" property Lecture 42 Bouncing particles on the foor! Lecture 43 How to split the particles that hit the floor Lecture 44 Create the drops, camera and light Lecture 45 Final rendering: add the motion blur Section 11: Hair and fur Lecture 46 Fur ball - part 1 Lecture 47 Fur ball - part 2 Section 12: Fluids Lecture 48 Basic fluid simulation: Flip Tank, part 1 Lecture 49 Basic fluid simulation: Flip Tank, part 2 Lecture 50 Basic fluid simulation: Particle Fluids Lecture 51 Exercise: fluid from a glass, the final compositing Lecture 52 Exercise: fluid from a glass Section 13: Grain Lecture 53 How to simulate an hourglass - part 1 Lecture 54 Hourglass - part 2 Lecture 55 Hourglass - part 3: simulation of the sand Section 14: Modelling techniques Lecture 56 Introduction Lecture 57 How to add texture and drops to a can - part 1 Lecture 58 How to add texture and drops to a can - part 2 Section 15: Tips, quick effects, simple projects collection Lecture 59 Introduction Lecture 60 Points from texture - intro Lecture 61 Points from texture Section 16: Reference guide and templates: and how to use them Lecture 62 Reference guide sections Lecture 63 Introduction Section 17: Motion FX templates and reference guide Lecture 64 What is Motion Fx in Houdini Lecture 65 Channel driven animation basics Lecture 66 Motion FX basics: channel driven rotation Lecture 67 Camera shake Lecture 68 Motion FX basics: camera shake Section 18: Procedural templates Lecture 69 Introduction Lecture 70 Many instances of the same object: introduction Lecture 71 Many instances of the same object: the reference and template Section 19: Global recap and workflow Lecture 72 What is this section for Lecture 73 Procedural workflow Lecture 74 Basic settings Lecture 75 The Attributes Lecture 76 The Geometry Spreadsheet Lecture 77 Groups Lecture 78 Data types Lecture 79 Files and projects Lecture 80 Camera and lights Lecture 81 Materials Lecture 82 Final rendering The course is aimed at those who want to immediately use Houdini, in particular the visual effects, without the need to follow long training courses. 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  15. Last updated 11/2021 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 5.43 GB | Duration: 3h 36m Learn how to add and compositing special effects and simulations with live footage What you'll learn How to add simulations and visual effects in real videos Camera tracking Simulations in Houdini: fire, smoke and water Rendering in Mantra Compositing in After Effects Requirements No special requirements, only a basic knowledge of Houdini interface. Description The goal of this course is to teach how to create simulations in Houdini for the compositing with real footage.
The workflow involves recording the video, then the match moving process in order to extract the virtual camera movement, the creation of the simulation in Houdini and the final compositing.This is an important technique behind video production with visual effects or virtual backgrounds.In this way you'll learn how to create simulations specifically designed to be inserted in a real video.This is a course for beginners that only requires some basic knowledge of Houdini, such as interface navigation and basic nodes manipulation.If you are an absolute beginner, I suggest to first take a look at my previous course, "Houdini FX step to step - Visual Effects made easy", that explains the basics of the software.However, each step is exposed in great details so that you can follow every exercise in an easy way from start to end.For each lesson, you also have access to the related resources that include the final project and also a starting project, with the basic setup of camera tracking and background, so that you can focus on building the simulations. Overview Section 1: General workflow and explosion simulation Lecture 1 General notes and course project files Lecture 2 How to shoot a video to add visual FX Lecture 3 The tracking process in After Effects Lecture 4 How to import the tracking data in Houdini Lecture 5 The meteor and the collision with the ground - part 1 Lecture 6 The meteor and the collision with the ground - part 2 Lecture 7 The fire and explosion Lecture 8 Debris, materials and rendering Lecture 9 Final adjustments and compositing Section 2: An overview of some useful techniques Lecture 10 Introduction Lecture 11 How to customize the grains simulation - part 1 Lecture 12 How to customize the grains simulation - part 2 Lecture 13 How to customize the grains simulation - part 3 Lecture 14 The benefits of manual simulations setup Lecture 15 A simple volcano explosion Lecture 16 A custom emission surface for particles - part 1 Lecture 17 A custom emission surface for particles - part 2 Section 3: Rolling robots: a simple Rigid Body simulation workflow Lecture 18 Course material Lecture 19 Camera tracking of the real video Lecture 20 Camera tracking: data export Lecture 21 Import motion tracking in Houdini Lecture 22 Robots objects Lecture 23 Refine the scene, materials and light Lecture 24 Simulation setup Lecture 25 Rendering Section 4: Liquid simulations Lecture 26 Cream: exercise files Lecture 27 Cream over cake - part 1 Lecture 28 Cream over cake - part 2 Lecture 29 Cream over cake - part 3 Lecture 30 Cream over cake - part 4 Lecture 31 Fountain: exercise files Lecture 32 Fountain - part 1 Lecture 33 Fountain - part 2 Lecture 34 Fountain - part 3 Lecture 35 Fountain - part 4 Lecture 36 Tank simulation - part 1 Lecture 37 Tank simulation - part 2 Section 5: Oceans Lecture 38 Ocean in a town square - 1 Lecture 39 Ocean in a town square - 2 Lecture 40 Ocean in a town square - 3 Houdini students interested in simulations and visual effects Homepage https://www.udemy.com/course/houdini-fx-how-to-add-visual-effects-in-real-videos/ Download ( Rapidgator ) https://rapidgator.net/file/26e12a5c79fd0f3d0938d2a4f8a24255/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part1.rar.html https://rapidgator.net/file/729129b1c7e98f6a6cd12b4f84ba2e2a/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part6.rar.html https://rapidgator.net/file/7636b6dea0ce406f87a10f3c03144328/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part5.rar.html https://rapidgator.net/file/8193af86ed393094e7c4a75a2f4b1697/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part2.rar.html https://rapidgator.net/file/889a4228b80b98927bf59a2a10e0c5cd/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part4.rar.html https://rapidgator.net/file/bb337b63c17d26f062ba680712156d16/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part3.rar.html Download ( NitroFlare ) https://nitro.download/view/11D9D4951993F9D/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part1.rar https://nitro.download/view/32451A91C14AD5A/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part4.rar https://nitro.download/view/38980AE129BB785/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part5.rar https://nitro.download/view/5ADEA98F7139325/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part2.rar https://nitro.download/view/66E050FE6FFB19B/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part6.rar https://nitro.download/view/8D4F902018D4425/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part3.rar [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/082906096ce8271A/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part2.rar https://uploadgig.com/file/download/710f8ff0286348CC/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part6.rar https://uploadgig.com/file/download/93968A07B31c20aa/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part4.rar https://uploadgig.com/file/download/B2728c7e8708a77d/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part1.rar https://uploadgig.com/file/download/de9b8794A8d117b9/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part5.rar https://uploadgig.com/file/download/f4d17c12524A60A2/heojv.Houdini.Fx..How.To.Add.Visual.Effects.In.Real.Videos.part3.rar Links are Interchangeable - No Password - Single Extraction
  16. Last updated 1/2022 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 6.94 GB | Duration: 5h 25m Learn all the steps needed to setup a High resolution Avalanche VFX rig in Houdini and create a final comp.! What you'll learn We will cover all the steps needed to create a high resolution Avalanche simulation down the side of a mountain. We will review a trick to turn a still image into a moving sequence for use as our Background and discuss parallax and why it is important. We will use grains and meshing to create the mass bulk of our setup and regular particles for additional FX elements. We will use the sparse solving method to create parts of the Avalanche Simulation. We will cover setting up render layers and using Redshift to render out our passes. Mantra versions of the shaders will be supplied for students without access to Redshift. We will create a final comp using Natron, or you can use Nuke if you like. Requirements You should have some experience with Houdini before starting this course. This is not a course for total beginners. A recent release of Houdini(18+) with Sparse solving tools. You can still use the old (dense) method if you wish A powerful enough computer to run Houdini and a good internet connection for 1080HD streaming. This course will be using Houdini 18.5.499 on a windows 10 based system throughout the videos. Description Hello Houdini Artists.! This course will show you all the steps involved in setting up an Avalanche FX rig.There are over 5 hours of lecture videos going over the process of creating this setup.You should have working knowledge of Houdini before enrolling in this course. If you have done my previous Houdini course "Master Houdini FX", you will have all the Houdini basics needed to be able to follow this course with ease.This course is "Fast paced", which means I will not be explaining every function of every node I use on screen. I will explain what is necessary, but basic nodes will not be explained in detail, this is to try keeping this total course time to a minimum and to not bore those that have a working knowledge of Houdini's core functions and nodes.All lectures will have Houdini hip files for you to download and any other necessary assets. There are two sets of files for students to download. Files for those rendering in Redshift, and files for those rendering in default Mantra. The rendered output of the Redshift render will not be exact to the Mantra output since they are different engines using different shaders and lighting, but they will be pretty close.If you have any questions, please feel free to ask. I encourage you to watch the intro video and watch some of the "free" videos so you can get a sense of what the course is like.This course will be using Houdini 18.5.499. If you have any version of Houdini that has sparse solving, then you should have no problems following along with the lecture videos. You can still do the entire course if using an earlier version(as long as it has grains), you would just have to use the dense solver for our snow powder sim.Here is the basic breakdown of the course:We will start by examining the still image I used to create a "2.5D" scene for us to create our Avalanche Effect in.We will discuss what parallax is and why it is important and how to "fake it" to create what looks like moving footage from any still image.We will show how to use grains to create a large volume of particles that stick together like a body of snow moving down a mountain side.We will see how to do many tricks to add additional FX elements like small particles flying up from the leading edge and use sparse solving to create volumetric snow powder.We will see how to create 3D geometry from a textured plane to generate Tree collision geometry.I will show you a trick to get the volumetric snow powder to trigger emission of particles to act as a wind force.We will then go into rendering and I will show how to create all the renders necessary for a full comp.We will be using Redshift in the course and on screen, however you can use Mantra if you do not have the Redshift Plugin. There will be scene files for you to download that are setup for Redshift shaders, and another set of scene files that are for rendering with Mantra shaders.Once all the renders are done, we will assemble a full comp using Natron, or you can use Nuke if you have access to it. I will be presenting a very straight forward and approach to creating an FX shot like this. We will break it down into smaller sims and go through it step by step progressively building new sims from previous sims until we are done with the shot. If you have been using Houdini for a little while, you should have no problems following this course. If you need a refresher or are just starting to use Houdini, I recommend doing my first Houdini course "Master Houdini FX" as a primer to this course. Overview Section 1: General Overview of the scene setup Lecture 1 Introduction to the course Lecture 2 What is Parallax...? Lecture 3 Preparing the Background Image Lecture 4 Shader setup Overview Lecture 5 Note on where to find the initial file download Lecture 6 Scene layout Overview Section 2: Creating Our Simulation Rigs Lecture 7 Setting up the Source Points Lecture 8 Setting up the Grains - Part 1 Lecture 9 Setting up the Grains - Part 2 Lecture 10 Setting up the Grains - Part 3 Lecture 11 Creating leading edge particles Lecture 12 Isolating the Grains Edge - part 1 Lecture 13 Isolating the Grains Edge - part 2 Lecture 14 Snow powder setup - Part 1 Lecture 15 Snow powder setup - Part 2 Lecture 16 Snow powder setup - Part 3 Lecture 17 Adding tree snow Section 3: Setting up our Render nodes Lecture 18 Meshing the Grains Lecture 19 Setting up the Lights Lecture 20 Render geometry nodes - Part 1 Lecture 21 Render geometry nodes - Part 2 Lecture 22 Redshift shader review Lecture 23 Note about the BG render sequence available for download Lecture 24 Rendering the Background Lecture 25 Rendering the Dynamics Lecture 26 Rendering the shadow pass Lecture 27 Creating our comp Section 4: Wrapping up the course Lecture 28 Course wrap up Anyone interested in seeing to create a Large scale Avalanche VFX shot inside Houdini from an FX artist with 20+ years experience in post production.,Aspiring FX artists and current working professionals looking to learn new skills or see another approach to rig creation. 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  17. Last Updated 07/2021 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz, 2 Ch Genre: eLearning | Language: English + srt | Duration: 89 lectures (12h 26m) | Size: 6.8 GB Learn to create custom, game ready animation rigs in Houdini 18.5 with KineFX What you'll learn Learn to create a custom game ready animation rig in Houdini Requirements A basic understanding of Houdini and its interface Description Updated for Houdini 18.5 KineFX **** Volume 02 **** This update includes over 4 hours of new video introducing the new Houdini rigging workflow KineFX. We will create 2 complete game ready rigs using the new KineFX tools, a tentacle and a zombie; introducing the new workflows along the way. Not a single step is skipped, we go from zero to fully rigged, skinned and animated assets, with versatile, animator friendly user interfaces. This course is ideal for beginner animators or someone who is looking to translate their rigging knowledge from another 3D package and leverage the awesome power of Houdini in their game development projects. **** Volume 01 **** Learn to create an animation ready zombie character rig with Houdini. In this course we cover the fundamentals of the role of the Technical Animator or Rigger. We will create, node by node, a game ready animation rig ready to deploy into the Unity Game Engine. Along the way we will cover the fundamental concepts of rigging inside Houdini, and create a range of reusable rigging tools using Python and Houdini Digital Assets. After completion you will have an animation ready zombie asset - and for Houdini Indie users we will explore exporting the finalized rig into Unity for testing. Not a single step is skipped, we go from zero to a fully rigged, skinned and animated asset, with a versatile user interface. This course is ideal for beginner animators or someone who is looking to translate their rigging knowledge from another 3D package and leverage the awesome power of Houdini in their game development projects. Who this course is for Game Developers, Animators, Technical Animators, Riggers, 3D Animators, 3D Modellers Homepage https://www.udemy.com/course/game-character-rigging-with-houdini/ Download ( Rapidgator ) https://rapidgator.net/file/194d9c559743fe3e35c69e94b74d4f69/loiei.Rigging.with.Houdini.18.5..KineFX.part6.rar.html https://rapidgator.net/file/4bc711145685d745fe7a323d6b5df0c2/loiei.Rigging.with.Houdini.18.5..KineFX.part5.rar.html https://rapidgator.net/file/4fbf19b90a57246a20cf22b78d0f8afb/loiei.Rigging.with.Houdini.18.5..KineFX.part7.rar.html https://rapidgator.net/file/5072ff4b2a75046690dee7238fb0b1a7/loiei.Rigging.with.Houdini.18.5..KineFX.part1.rar.html https://rapidgator.net/file/615c7de86ab04f7c30220385aae14df7/loiei.Rigging.with.Houdini.18.5..KineFX.part3.rar.html https://rapidgator.net/file/e9600c8b973af804b2ab1f1c36839212/loiei.Rigging.with.Houdini.18.5..KineFX.part2.rar.html https://rapidgator.net/file/f0dcd260f68e8dc080cf39ca17f90c0e/loiei.Rigging.with.Houdini.18.5..KineFX.part4.rar.html Download ( NitroFlare ) https://nitro.download/view/09253D706A4CFC6/loiei.Rigging.with.Houdini.18.5..KineFX.part4.rar https://nitro.download/view/2C60C24A21644C0/loiei.Rigging.with.Houdini.18.5..KineFX.part3.rar https://nitro.download/view/AB6EA2CD870A2FE/loiei.Rigging.with.Houdini.18.5..KineFX.part6.rar https://nitro.download/view/C800BC633BA3BEC/loiei.Rigging.with.Houdini.18.5..KineFX.part7.rar https://nitro.download/view/E68EAF9D4B920DD/loiei.Rigging.with.Houdini.18.5..KineFX.part1.rar https://nitro.download/view/F461FFD1D80C94A/loiei.Rigging.with.Houdini.18.5..KineFX.part2.rar https://nitro.download/view/F4C868D50926EC3/loiei.Rigging.with.Houdini.18.5..KineFX.part5.rar [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/0C72e2Caa6deaD41/loiei.Rigging.with.Houdini.18.5..KineFX.part1.rar https://uploadgig.com/file/download/0ba0a65F63c264e6/loiei.Rigging.with.Houdini.18.5..KineFX.part3.rar https://uploadgig.com/file/download/22571586e5382C46/loiei.Rigging.with.Houdini.18.5..KineFX.part7.rar https://uploadgig.com/file/download/695872adFf14067E/loiei.Rigging.with.Houdini.18.5..KineFX.part2.rar https://uploadgig.com/file/download/84eee4d2acaB4038/loiei.Rigging.with.Houdini.18.5..KineFX.part6.rar https://uploadgig.com/file/download/b8e13B958Eee0198/loiei.Rigging.with.Houdini.18.5..KineFX.part4.rar https://uploadgig.com/file/download/f866dF32258e2181/loiei.Rigging.with.Houdini.18.5..KineFX.part5.rar Links are Interchangeable - No Password - Single Extraction
  18. CGCircuit - Houdini Flip - Chocolate Home Page http://www.cgcircuit.com/tutorial/houdini-flip-chocolate Genre / Category: 3D File Size :1.8GB Welcome to Houdini Flip Chocolate Simulation, In this lesson, we are gonna talk about the flip process, and we will start by source along the way we are gonna cover how to get ribbon shapes especially source motion, and how to control viscosity, and also the whole bunch of other smaller tips and tricks such as how to get jitter-free mesh and once we get decent sim result. We will import our result into Solaris by USD, and we will work on lighting, shading, and render it in Karma H4S https://hot4share.com/n1r7ezlpcq6c/juide.C..H.F..C.rar.html Download ( NitroFlare ) https://nitro.download/view/79A4F05ACC7C660/juide.C..H.F..C.rar Download ( Rapidgator ) https://rapidgator.net/file/e05b3362100262688e2e73f0cf04be60/juide.C..H.F..C.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/d6e81DD8fC2dd3Ab/juide.C..H.F..C.rar Links are Interchangeable - No Password - Single Extraction
  19. Video: MPEG4 Video (H264) 1920x1080 29.97fps 2863kbps | Audio: AAC 44100Hz stereo 160kbps Genre: eLearning | Duration: 3hrs+ | Language: English | File size: 6.7 GB Course Description Hello, my name is Arsen Margaryan. I am excited to introduce to you my new tutorial, which is dedicated to Houdini vellum. What can be said about vellum? So, After the vellum was implemented in Houdini, it has become a much more powerful and self-contained program, as it expanded the list of Houdini's capabilities to perform many types of simulations, namely cloth, hair, soft-body, and grains. Of course, before that, it was also possible to perform such kinds of tasks, but vellum has revolutionized these areas, and introduced a new approach to solving such tasks, and brought enormous potential. Well, now let's talk about this lesson. Firstly, I want to point out that this tutorial is completely based on documentation. So, Throughout this lesson, We will fully reveal all the properties of the vellum cloth as it is done in the documentation, without any exception. Also, in this process, we will touch on many settings of the solver, and of course, they will also be explored in detail. We will also manipulate cloth properties in different ways, and all of this can be applied to all types of vellum. I used 33 simple example files to explain in detail and visually show the meaning of these properties, and since most of these properties are common to other types of vellum constraints, all this will give you a broader outlook. This lesson can provide a good and solid foundation for an intrusion into the concept of vellum. So first, two lessons are free, be sure to check them out. That's all; I hope you enjoy this tutorial; I wish you a pleasant viewing. Homepage https://www.cgcircuit.com/tutorial/discovering-houdini-vellum?overviewTab Download ( Rapidgator ) https://rapidgator.net/file/31baf91eee2a1d194618fc7cb5b675f1/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part6.rar.html https://rapidgator.net/file/3efdf6f934d0fe3a59e42a10f39a3553/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part7.rar.html https://rapidgator.net/file/42cb03ef9a8d3adc70b59197813a8a5f/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part2.rar.html https://rapidgator.net/file/6a4ca42edb23d7f63f6085dbb73da44e/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part5.rar.html https://rapidgator.net/file/850eb0e0a8a6392cf90eda877843667b/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part4.rar.html https://rapidgator.net/file/bbfcc1994947657f687ebfffa5b28384/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part1.rar.html https://rapidgator.net/file/d9b890a1c727c220f5921e209af4ccdc/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part3.rar.html H4S https://hot4share.com/0wnlh5bru3u8/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part7.rar.html https://hot4share.com/6ym4n8iemcre/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part6.rar.html https://hot4share.com/8vtjfjzsmfi6/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part4.rar.html https://hot4share.com/abcfqbcmfdrh/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part3.rar.html https://hot4share.com/bz1xn6sm1h7e/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part5.rar.html https://hot4share.com/hgiv9u1dz2nt/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part2.rar.html https://hot4share.com/ziay7l6vrwsn/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part1.rar.html Download ( NitroFlare ) https://nitro.download/view/01AF07F907F60E7/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part5.rar https://nitro.download/view/0E9CE966EE35D90/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part2.rar https://nitro.download/view/84EE385DDBE9C3C/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part1.rar https://nitro.download/view/B1ABCC338D3E7BF/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part7.rar https://nitro.download/view/BAEEBCD2F2D4D03/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part6.rar https://nitro.download/view/F8781B28FBAD292/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part3.rar https://nitro.download/view/FA1EBC829660BA4/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part4.rar [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/1a9dC953bC5aD5Ab/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part3.rar https://uploadgig.com/file/download/554659220db8Ec0F/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part5.rar https://uploadgig.com/file/download/61d1C03664aF6fe8/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part1.rar https://uploadgig.com/file/download/8abb6E44A03e6f1d/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part2.rar https://uploadgig.com/file/download/D5A865F6d6ca24e9/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part4.rar https://uploadgig.com/file/download/abe2703572d0c106/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part6.rar https://uploadgig.com/file/download/c712ea8fc0505f38/ikohm.CGCircuit..Discovering.Houdini.Vellum.by.Arsen.Margaryan.part7.rar Links are Interchangeable - No Password - Single Extraction
  20. Video: MPEG4 Video (H264) 1280x682 (92:49) 29.97fps 245kbps | Audio: AAC 44100Hz stereo 160kbps Genre: eLearning | Duration: 31 mins | Language: English | File size: 521 MB In this online course, the viewer will learn how to use Houdini to build a solver that can be used to simulate soft bodies based on the default grains solver; In this case we will use the solver to tear up a piece of cloth. Who is this tutorial for? This course has been designed for artists with intermediate knowledge of Houdini and somewhat comfortable with VEX scripting. What will I learn in this tutorial? After viewing this course, people can expect to be able to create and control attributes to manipulate the behavior of soft bodies, produce a detailed and realistic cloth tearing simulations, be familiar with PBD techniques that are used right now in most mainstream movies and TV shows. Homepage https://www.cgcircuit.com/course/pbd-cloth-tearing-in-houdini https://hot4share.com/1glbesnftv6z/wl6jo.C..P.C.T.i.H.b.B.K.rar.html [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/24f65EFb1148bD40/wl6jo.C..P.C.T.i.H.b.B.K.rar Download ( Rapidgator ) https://rapidgator.net/file/ee1bf55c6572a239ba040a672a24b358/wl6jo.C..P.C.T.i.H.b.B.K.rar.html Download ( NitroFlare ) https://nitro.download/view/4DA71AA927D3F74/wl6jo.C..P.C.T.i.H.b.B.K.rar Links are Interchangeable - No Password - Single Extraction
  21. Video: h264, yuv420p, 1920x1080, 4648 kb/s, 30.00 fps | Audio: aac, 48000 Hz, 2 channels, s16, 317 kb/s Genre: eLearning | Duration: Week 1 - 8 | Language: English | File size: 28 GB Week 01 * Project overview, idea and concept. * Visual story telling. * Tasks, budgeting, hardware requirement. * Overview of the assets, environment and how to create something different. * Tools: what's available and what's not. * Houdini 18 features and how to incorporate them into production. Week 02 * Houdini 18 rbd workflow. * Ways to create a ground collapse. * Guided rbd simulation. * Creating the initial ground collapse using rbd-bullet in sops. * Overview of the assets, environment and how to create something different. * Create a universal and flexible debris system. Week 03 * Universal and simple render-time edge displacement with texture preservation. * Creating a universal system to reapply the render-time edge displacement back in Houdini to get proper cracks for realistic collision and emission. Week 04 Week 05 * Create the crack propagation FX and the various simulations that go with it. * Flowing lava workflow. Week 06 * Create an efficient system to post-simulate particles that match the smoke simulation without having to cache velocity field. * Advance ember motion and simulation. Week 07 * Large scale dust and smoke simulation using Houdini 18. Week 08 * Workflow to efficiently render rigid body simulation. * Thought process on how to break up the various passes that will give us the most flexibility in comp. * Shading and lighting the ground collapse scene. * Shading the embers, lightning propagation. * Shading the fire and smoke. * Atmospherics. 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  22. MP4 | ENG | Video: h264, yuv420p, 1920x1080 | Audio: aac, 48000 Hz | Duration: 31h:29m | Size File: 45 GB Genre: eLearning Overview It is finally here! We are proud to present the second part of our bestseller course: Houdini Renascence Program. We have prepared an amazing training experience for you to learn how to create simulations of the highest quality and make the leap into your new career as a VFX Artist. In this course, you will create ten projects from scratch. We will guide you step by step, using the latest tools and workflows offered by Houdini 18, working efficiently, quickly, and in an easy-to-understand way. This course is aimed at all VFX students and artists who want to expand their knowledge of Houdini. Houdini Renascence Program Vol. 02 is an intermediate level course, so students must have knowledge of the software or should have taken one of our basic level courses. COURSE CONTENT MODULE I - THE ART OF DESTRUCTION The first thing you will do in this course is become the god of destruction. With your new powers, you will learn how to destroy every asset we have prepared for you. We will work on three projects from start to finish as we teach you how to use the new tools and workflows for Rigid Bodies that Houdini includes in its latest version. At the end of this module, you will be prepared to approach destruction projects from a practical perspective, working easily and efficiently, and achieving outstanding production quality. MODULE II - ANIMAL FURY In the second module, you will learn to master the magic of Vellum Solver. Through the weeks, we will use Vellum to create a variety of VFX that we will combine to create this module's project. You will learn to get the most out of this solver to simulate soft bodies, cloths, and grains. By the end of this module, you will have the necessary knowledge to apply these techniques to bring your projects to life using Vellum. MODULE III - MASSIVE CONTROL Have you ever imagined what it would be like to have the power to command crowds? In this module, you will take control of Houdini's crowds, learning how to configure and direct them with the highest level of precision. We will have fun creating four projects that cover different situations and will help us explore a variety of techniques and tools you will need to establish a solid foundation for crowd simulations. Are you ready to take control? MODULE IV - UNCONTROLLED CHAOS We saved the best for last! Are you ready to wreak havoc? In the last project of the course, we will crash a helicopter into the ground! You will learn to create fire, smoke and produce a tremendous explosion using the new and powerful Pyro Sparse Solver. 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  23. SideFX Houdini FX 18.5.462 (x64) | 1.62 GB Houdini powerful software for three-dimensional animation by Side Effects has been developed and marketed. Special Note This product animation for procedural distinguishes it from other software family. This application has the most famous animation studios such as Disney, Frozen, Zootopia, Rio, Ant Bully used and has proven their ability in this field. It is also known as Houdini Apprentice free version for non-commercial use and the free market. Houdini every effort applied to a product defect to the animation industry was, therefore, in any version of a host of new features based on user needs is intended to improve the quality and process of making animation will accelerate. Houdini is an open platform that uses a range of scripts for increased capabilities. For example, users are increasingly using Python for scripting packages the software they use so that even a script built-in software that Hscript also surpassed However, any scripting language that socket support usability in this application. Features and Houdini: - Three-dimensional modeling of characters and objects - Keyframe-based animation company, CHOP - Support for camera movements to create unique scenes - Suitable power dynamic simulation of materials such as clothing, water, body dynamics and ... - Powerful lighting shading with careful and clever - Rendering engine, built and efficient - You can add application functionality by plugins System Requirements: Windows 10 (64 bit) Windows 8.1 (64 bit) Windows 8 (64 bit) Windows 7 is NOT supported. Windows Server (any version) is NOT supported. 4 GB required 12 GB or higher recommended and 64GB strongly recommended for fluid simulations Intel or AMD x64 CPU with SSE 4.2 required. Houdini 18.0 will not run on a system with an instruction set lower than SSE 4.2. 3GB required for installation Home Page-https://www.sidefx.com/ [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/5339eBe37a5db30e/6h1mw.SideFX.Houdini.FX.18.5.462.x64.rar Download ( Rapidgator ) https://rapidgator.net/file/81fb8460da3a7aed6b59b92bcd3864a2/6h1mw.SideFX.Houdini.FX.18.5.462.x64.rar.html Download ( NitroFlare ) http://nitroflare.com/view/34AE558BD56F727/6h1mw.SideFX.Houdini.FX.18.5.462.x64.rar
  24. Duration: 2h 5m | Video: .MP4 1280x720, 30 fps(r) | Audio: AAC, 48000 Hz, 2ch | Size: 978 MB Genre: eLearning | Language: English SideFX Houdini is the industry standard, high-end 3D application used to make many of the visual effects created by major studios including Disney, Pixar, Marvel, and many more! By the end of this course, you will have the knowledge and skills to continue advancing in your journey to create stunning visual effects! You will learn how to download and install the FREE apprentice version of Houdini, as well as learn the basics to get you started in the incredible program! [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/9495B24c9fA3C5a8/mmsr2.Introduction.to.VFX.w.Houdini.Series.Learning.the.Basics.part1.rar https://uploadgig.com/file/download/e8113349010793b2/mmsr2.Introduction.to.VFX.w.Houdini.Series.Learning.the.Basics.part2.rar Download ( Rapidgator ) https://rapidgator.net/file/65f08b43b1c5d5c04c5f85d8dde6b3cd/mmsr2.Introduction.to.VFX.w.Houdini.Series.Learning.the.Basics.part1.rar.html https://rapidgator.net/file/962fe897c3ba9a90e16439a1abd12fc9/mmsr2.Introduction.to.VFX.w.Houdini.Series.Learning.the.Basics.part2.rar.html Download ( NitroFlare ) http://nitroflare.com/view/5711B439A084496/mmsr2.Introduction.to.VFX.w.Houdini.Series.Learning.the.Basics.part1.rar http://nitroflare.com/view/3D10FCEC9CB27A3/mmsr2.Introduction.to.VFX.w.Houdini.Series.Learning.the.Basics.part2.rar Links are Interchangeable - No Password - Single Extraction
  25. Video: MPEG4 Video (H264) 1920x1080 29.97fps 616kbps | Audio: AAC 48000Hz stereo 126kbps Genre: eLearning | Duration: 2hrs+ | Language: English | File size: 1.74 GB Houdini is fast becoming one of the most essential tools for the entire pipeline in film and feature animation production. This workshop covers the essential skills to get started with texturing and shading using the industry-standard tools Maya, Substance Painter, Substance Designer, and Houdini with Redshift. Brent Le Blanc, a Texturing & Shading Artist with over 10 years of experience in film and feature animation, guides you through the complete process of look development in this 2-hour workshop. Brent begins with creating a reusable look development kit that will be helpful with all your future projects to easily access HDRIs, Cameras, and Macbeth Chart. He then details the UV stage in Maya, which he's found to hold a level of importance that is often overlooked. Substance Designer is also introduced, revealing how it can create powerful custom tools that can be used in Substance Painter for smart material creation before Brent demonstrates texturing in Substance Painter, sharing his industry-proven, non-destructive methods for quickly polishing assets with highly modular materials. Scene assembly follows as the next stage of the workshop, where Brent uncovers how to use the different contexts inside Houdini that are essential for look development. The final segment finishes out with light creation and various other essential tips and tricks for rendering in Houdini using Redshift. This workshop offers techniques that have been learned over 10 years working as a professional texturing and shading artist with an emphasis on procedural and non-destructive workflows. Included with the workshop are various project files, including the featured Chest model HI and LO, Painter file, and Designer tool, to help get you started. Homepage https://www.thegnomonworkshop.com/tutorials/getting-started-with-look-development-in-houdini [b]Download (Uploadgig)[/b] https://uploadgig.com/file/download/665170ed06b4b9ca/l769k.The.Gnomon.Workshop..Getting.Started.with.Look.Development.in.Houdini.part1.rar https://uploadgig.com/file/download/Ad69e5B8618748eF/l769k.The.Gnomon.Workshop..Getting.Started.with.Look.Development.in.Houdini.part2.rar Download ( Rapidgator ) https://rapidgator.net/file/a1ddfed00eb235c5d752a4e543d3aac4/l769k.The.Gnomon.Workshop..Getting.Started.with.Look.Development.in.Houdini.part1.rar.html https://rapidgator.net/file/864eff178e1df8ec1d4ffd4cf84b479f/l769k.The.Gnomon.Workshop..Getting.Started.with.Look.Development.in.Houdini.part2.rar.html Download ( NitroFlare ) http://nitro.download/view/55C7D4A93E613C2/l769k.The.Gnomon.Workshop..Getting.Started.with.Look.Development.in.Houdini.part1.rar http://nitro.download/view/525B84E342AB368/l769k.The.Gnomon.Workshop..Getting.Started.with.Look.Development.in.Houdini.part2.rar Links are Interchangeable - No Password - Single Extraction
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