在FXPHD会员的一再要求下,Jonathan回来继续为大家讲解Houdini中烟火效果制作的中级课程。当你第一次开始使用Pyro Fx的时候,会感觉到难以下手。本教学将为大家讲解Pyro FX工具,最终你将能制作出任何你所需要的火焰或者是烟雾特效。大家将会对Houdini的Fireball, Billowy Smoke, Wispy Smoke,还有Flames Pyro Fx shelf工具很熟悉。它们将会为你学习烟雾效果的模拟打下基础。这些工具可能会让我们的学习过程变得过于复杂,因此我们就将模拟过程简化为一些基本骨架。然后从这里开始,我们会对模拟中的每个参数进行全面的了解。我们会探索如何定义流体的属性,例如粘性,冷却速度,还有浮力。
接着我们将来学习控制流体的行为,我们将使用Turbulence还有Dops Forces,Motion FX来对流体的运动进行控制。然后我们会使用爆炸模型来点燃燃料,并且生成火焰与烟雾。再接着我们将学习一些更高级的课题,例如从零开始制作烟火模拟,创建自定义属性,使用自定义的速度场来让流体的运动改向,并且使用microsolvers来改变流体的行为。有了这些知识,大家将能够模拟运算任何你能想象的烟雾与火焰特效。
最后我们将研究如何使用最新的VOLUME工具对数据场进行后期处理,从而能节省重新模拟运算所需要花费的时间。我们将设置简单的照明,从而能够在视图中能得到更加精确的结果,并最终得到一个漂亮得多的渲染。这里我们就会学习到Material Shader Builder还有Pyro shader。最后我们会讲解如何在MANTRA中高效的渲染体积。
After a call for an encore from fxphd members, Jonathan Gilbert returns for an intermediate level course covering Pyro FX in Houdini. Pyro FX can be a bit overwhelming when first starting out. This course will simplify and demystify the Pyro FX tools, ultimately giving you the skills needed to create just about any fire and smoke effect that you might need. Members will become familiar with Houdini’s Fireball, Billowy Smoke, Wispy Smoke and Flames Pyro FX shelf tools. These lay the groundwork for learning the basics of a Pyro simulation, these same tools can also over-complicate some of the learning. So we’ll simplify the simulation down to the very bare-bones. From there, we’ll build upon this foundation and achieve a full understanding how each parameter effects the simulation. We’ll explore how to define fluid properties such as viscosity, cooling rate and buoyancy.
Next, we’ll move on to controlling the behavior of the fluid. We’ll use Turbulence, add DOPs Forces and Motion FX to achieve much more interesting and artistically controlled fluid motion. Then we’ll use the Combustion model to ignite fuel and create fire and smoke. Next, we’ll take a journey into some of the more advanced topics such as creating a Pyro simulation from scratch, defining custom attributes, using custom velocity fields to direct fluid motion and modifying the fluid behavior with microsolvers. With this knowledge, members will be able to simulate almost any type of smoke and fire effect you can imagine.
At the end of the course, we’ll explore post processing our fields of data with the more recent volume tools in order to save re-simulating. We’ll setup some simple lighting to have a more accurate depiction of the fluid in the viewport and ultimately a much more beautiful render. Which leads us to an exploration of the Material Shader Builder and the Pyro Shader for shading our fluid. Finally, we’ll cover guidelines for efficiently and effectively rendering volumets with Mantra. |