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Houdini Network Relationships Vol 1

Don't let the name fool you, this video is hardcore to the bone. Learn how to pass through DOPs, POPs, CHOPs, to make a killer dirt devil the proper way. This video is standalone project. Video 2 is another video with different tools. Check that out too!

Length: 3 Hours 58 Minutes 29 Seconds

Price: $59.95

Houdini Network Relationships Vol 1

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cmiVFX has released Houdini Network Relationships Volume One. The ultimate way to work in Houdini is to use multiple contexts towards a single goal. One kind of network is okay, but with many contexts working together, the results are more artistically controllable and organic. In Houdini each context has unique characteristics that can make interoperability with other contexts challenging. As an example, have you ever hunted your office for a particular adapter? If you could just find it, then that widget would connect to that other widget. Well, if you can connect SOPs, CHOPs and POPs then you can control particles artistically / visually. You can control POPs with ramps and painted meshes. That result is nice, but now you want to use a mesh to output particles that are then converted into a volume; from solid to liquid to gas. If that were not enough, you need to have that volume interact dynamically. DOPS. This simulation could be faster, so now we employ VOPs. The dust devil is an arbitrary example, what is important are the connections between the networks. This course focuses connections between each, for custom attributes: SOPs, POPs, DOPs, CHOPSs, ROPs & VOPSs. You will experience new power within Houdini once you know how to easily draw data from any context into another. for those new to production, also offered are standards for submission to the next department in a production environment. Short Description Houdini Network Relationships Volume One offers methods to take custom attributes from any context into another. This dust devil example is achieved by using literally every context offered in Houdini.

Chapter Descriptions

Introduction and Welcome

Let us have a look at what will be taught and why you should bother to learn it.

 

Organization and Setup

This is a very simple chapter that covers the organization necessary for such a complex effect. Naming conventions, node placement and color schemes are all covered.

Velocity Basic Concepts

Here we lay the ground work concepts for the rest of the lesson. Simple definitions for velocity variations make this difficult topic understandable. Most frequent and relevant vectors in Houdini: velocity, normal, color, position. 

Velocity with Cops in Vops

A simple gradient in the compositing context is used to manipulate velocity within VEX surface operator. We will also create a simple VOP network that will use a a tool to manipulate our vectors (quaternion, vector to vector, normalizations, fit range, transform matrix, are some of the operators inside VOPSOP).

Velocity Natural Motion

This chapter is heavily focused on adding noise to the velocity field. Quite alot is accomplished with VEX, but several methods are used together to achieve a strong basis for the rest of the effect.

 

Velocity Guide Construction

Velocity is passed up from the ground plane into a guide curve. Here we setup the guides. Of course any wire or curve would do, so the focus is on proper way to pass the attributes into a volume that is also guided by a single curve.

 

Velocity with CHOPS

Channel operators are added here to further increase the natural motion of the effect. At this point the entire effect can be manipulated with a ramp in COPS, a paintbrush in SOPS or sliders in CHOPS.

 

Custom Density Fields

We will explore different techniques to generate density at SOP level and we will compare advantages and disadvantages.  (volume from attributes, fluid source, IsoOffset with vop volume, bound, volumes, etc).

 

Density Field Natural Motion

A simple density field will not be enough to appear natural. This chapter will involve various procedural animation techniques to add noise to our field.

 

Adding Some Geometry

Pre-visualization of an effect is helpful in developing an asset. Here Alvaro adds some basic geometry to help determine scale and motion of the twister. This is a basic setup with cameras, houses and a ground plane.

 

Fluids From Scratch - DOPS

We will generate a pyro network bringing our velocity and density which have already been created at the surface operator context (SOPS). Wiring a pryo network from scratch will speed up simulation time and minimize development complexity.

 

Fluids From Scratch - DOPS

Alvaro spends a little time creating custom visualization techniques to better develop the twister. Actually seeing the velocity represented on the particles and within the volume helps quite alot.

 

Fluids System Tweaks

Alavro uses the various tools created to direct the effect. He bounces between CHOPS, SOPS and COPS to achieve a very natural look for this fluid.

 

Fluid Volume Final Adjustments

This chapter employs the VEX operator network previously setup to further direct the motion of the twister.

 

Particle Network From Volumes (POPS)

We will again bring data, more specifically geometry  from our already created velocity field and will use fluid to advect velocity to the particles. We will also mix that with curl noise to further randomize the behavior. We will learn some attributes and techniques to render this pass.

 

Lighting and Rendering Particles

Particles can be difficult to shade and render. Alvaro will prepare the particle materials using solid production techniques. 

 

Scene Preparation for Hand-Off

Most VFX professionals must hand off their work to the next department in a studio. Alvaro finishes off this course by demonstrating one way to prepare this complex scene so that it arrives in the next department clean and ready for further development.

 

About Our Mentor

Alvaro Segura is currently a Houdini Sr. FX TD living in Los Angeles, CA. He has worked at [COLOR=Lime]Sony Picture Imageworks, Blue Sky Studios, Rhythm and Hues, and Prologue Films[/COLOR] where he has contributed to some of the latest blockbuster feature films, including The Green Lantern, Tron Legacy, Iron Man 2, Ice Age Continental Drift, Twilight saga, Hotel Transylvania and Alvin and the Chipmunks. Before becoming a part of the film industry, Alvaro created motion graphics for television and through this stage of his career, he won 7 Regional Emmy Awards. He is currently studying game simulation programming to widen his knowledge on programming languages such as C and its implementation in 3D applications.

 

Credit List

Alvaro Segura IMDB Page

http://www.imdb.com/name/nm3151437/

Show Reel

https://vimeo.com/50247632

 

Project Contents

All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!

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About alvaro segura

alvaro segura

Alvaro Segura is currently a Houdini Sr. FX TD living in Los Angeles, CA. He has worked at [COLOR=Lime]Sony Picture Imageworks, Blue Sky Studios, Rhythm and Hues, and Prologue Films[/COLOR] where he has contributed to some of the latest blockbuster feature films, including The Green Lantern, Tron Legacy, Iron Man 2, Ice Age Continental Drift, Twilight saga, Hotel Transylvania and Alvin and the Chipmunks. Before becoming a part of the film industry, Alvaro created motion graphics for television and through this stage of his career, he won 7 Regional Emmy Awards. He is currently studying game simulation programming to widen his knowledge on programming languages such as C and its implementation in 3D applications.