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Houdini School – HS-242: Solver Madness

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Houdini School – HS-242: Solver Madness

Info:
Solver Madness is a Houdini course focusing on creating sophisticated dynamic effects. Students will explore methods for chaining, layering, and combining simulations using Sopsolvers, FLIP fluids, Pyro, VDB advection, and multiple POP simulations. The course covers techniques for transforming geometry into effervescent bubbles and shaping FLIP fluids through surface advection. Participants will learn to build efficient, art-directable simulations that leverage a wide range of Houdini’s solvers. This hands-on course emphasizes practical application and creative problem-solving in design and visual effects creation.
By the end of Solver Madness, students will gain comprehensive knowledge of advanced simulation techniques in Houdini. They will be able to design and implement complex, multi-solver effects with improved efficiency and artistic control. Participants will develop skills in combining various simulation types, optimizing workflows, and creating sophisticated visual outcomes. Students will also enhance their ability to troubleshoot and iterate on complex simulations effectively.

Session 1

Fundamentals of Advanced Simulations

This session introduces core concepts for building complex effects. Students will explore setting up a Sopsolver growth system, learn efficient sourcing methods for FLIP, Pyro, and POP simulations, and delve into Pyro and volume velocity advection techniques, along with setting up custom global controls. The focus will be on establishing a strong foundation for layering and controlling multiple simulation types.

Growth system with the Solver SOP
Building global control panels
Efficient sourcing methods for FLIP, Pyro, and POP simulation
Pyro and volume velocity advection
Cache management with PDG

Session 2

Particle Control and Optimization

The second session emphasizes granular control over particle behavior using POP Wrangles and VEX expressions. Students will learn to set up rules for emitting secondary particles and control geometry attributes with Copy to Point loops. The session also covers techniques for setting up fast color-coded previewing to enhance efficiency in revisions and iterations.

Control particle behavior with POP Wrangles and VEX expressions
POP Replicate for emitting secondary particles
Working with Copy to Point loops
Setting up fast color-coded previewing for efficient revisions and iterations

Session 3

Advanced Techniques and Rendering

In the final session, students will explore VDB meshing, combining, and caching techniques. They will implement techniques learned in prior lessons to build a setup that shapes FLIP fluids to geometry using VDB surface advection and creates a variation of the effervescent bubble effect. The session concludes with an introduction to rendering in Solaris/Karma XPU, tying together the concepts learned throughout the course into a complete workflow.

VDB meshing, combining, and caching
Shaping FLIP fluids to geometry with VDB surface advection
Rendering in Solaris/Karma XPU


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