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CMIVFX | Houdini Intro to Subsurface Scattering(HOUDINI次表面散射)中英文翻译服务

类别 视频教学介绍//
名称 CMIVFX | Houdini Intro to Subsurface Scattering(HOUDINI次表面散射)
编号 CG-1521
软件版本
时间
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场景的设置是一个很重要的步骤,如果不了解如何进行构思是很难得到好的结果的。在教学的第一部分你将对这个项目有所了解,明白场景的制作方式,从而能够顺利的学习下面的主题。

1 表面散射。
2 照明与材质。
3 细节渲染设置。


The setup of the scene is a very important step, getting a nice result would be difficult without a good understanding of how it was conceived. In the first parts of the lesson you will be introduced to the project and to the way the scene is built to give clarity to move through the topics smoothly.

Subsurface Scattering
As usual, Houdini offers many ways to accomplish a task and the same goes for Subsurface Scattering. We'll dive into the world of SSS and the different methods it offers. Using strait forward examples, you will understand how to use this feature and what is needed for it to work correctly.

Lights And Materials
Light affect directly the SSS results. We'll talk about how to create and assign the non SSS materials and most importantly, how to create the SSS material for our juice. Understanding how to start a material, if it is a modified built in Houdini material or if you'll be starting from scratch is always something to think about when searching the right look for your render. Mastering attributes on the points of an object and use them inside your shading network will become clear to you.

Render Refinements
To finish off this image, you still need to create the material for the straw, which will also need SSS, so you will apply one more time what you've learned so far to create that material and get your Juicy result!

About The Author
Georges Nakhle is 25 years old, lebanese, and has a masters degree in mechanical engineering. he has a wide artistic and scientific knowledge, he began his art steps with traditional painting and sculpting then gained a diploma in dramatic monologue (acting -singing), he has worked as a writer and perfomer in radio and TV. combining arts and science led him to CG, so he mastered many tools including Maya and Houdini among others, he's also a programmer so he's currently working for Dassault Systemes in Paris-France and he had also worked in combination between Dassault-Systemes and Mental Images the makers of mental-ray. He is very picky about the details and he believes that every small detail contributes to the finished product.

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