cmiVFX - High End Online Visual Effects Training

CMIVFX | 
2014
THE LEADERS IN HIGH END VIDEO TRAINING FOR THE VISUAL EFFECTS INDUSTRY
Universe Beta 784431d

Messages

Chat . . .

  • No open channels. Click the "+" to start one.
  • (Add a person to this channel using the global search)

    Sign Up & Follow

    Exclusive Content

    For over 10 years, we at cmiVFX have been providing valuable lessons in both real world and experimental techniques that define the very fabric of the Visual Effects Industry. Our training material cannot be found anywhere else because we provide you with knowledge from mentors who have contributed to a number of the world's most famous movies, advertisements, and media. We operate based on your participation. Each and every sale funds new lessons and web development. Come be a part of the vfx community and join with thousands of others who have made cmiVFX their indispensable source for visual effects and computer training. (REGISTER HERE)

    New Training Weekly

    cmiVFX has the fastest growing mentor base from active professionals that are working in the industry today. Our Mentors and educators have built a complete learning experience with each and every video. We are a 100% profit sharing company. When you buy from us, you are buying directly from the mentors! (Join cmiVFX in a fair global partnership today)

    Subscription

    The cmiVFX Subscription allows for you to get all the videos in the cmiVFX Library for whatever amount of time you specify. Even the new ones! You may subscribe and register just yourself or more than one user, in one step, here:

    New Releases

    Modo and Zbrush Game Assets Workflow

    Modo and Zbrush Game Assets Workflow

    Learn to create a high-end game asset using Modo and Zbrush with varomix....

    Autodesk Flame Premium Migration Guide

    Autodesk Flame Premium Migration Guide

    Learn how to use Flame and Smoke in such a short period of time that afterwards you can immediately start your own project confidently.

    Living Creatures in Realflow Vol 01

    Living Creatures in Realflow Vol 01

    Learn how to use liquids and fluids with creatures. Well cover body liquids (such as blood, slime, and tears), wounds, and even tearing effects for skin and flesh using Realflows Hybrido solver.

    Nuke-Mari Workflows

    Nuke-Mari Workflows

    Salah Soltane teaches you match moving in Nuke, modeling in Maya, painting in Mari, and even final compositing. Youll definitely enjoy this course.

    Lua Scripting Language Quick Start

    Lua Scripting Language Quick Start

    Lua has become an extremely popular programming language, so much so that its achieved a critical mass of developers in the game industry, meaning Lua skills are transferable from company to company. Thats partly due to its speed and the ease with which developers can embed Lua into a game engine. Steve Champagne takes the viewer through obtaining and installing Lua, Lua fundamentals, and step by step examples of Lua scripts, embedding Lua in a C/C++ application, and extending Lua.

    Houdini Destruction Series: Missile Strike volume 2

    Houdini Destruction Series: Missile Strike volume 2

    Volume 2 of this project moves quickly as you create the details of the missile blast, work with materials and shading, discuss rendering, and look at ways to improve the effect.

    Houdini Fur Tools

    Houdini Fur Tools

    Laszlo L. Ujvari shows you how to use the Houdini Fur tools to create a convincing Lion Fur Animation and much more.

    Houdini Destruction Series: Missile Strike volume 1

    Houdini Destruction Series: Missile Strike volume 1

    This project is intense, so get ready to absorb a lot of useful techniques, methods and tricks to mak...

    Houdini Introduction to Dynamics

    Houdini Introduction to Dynamics

    Varomix DaGreit takes you into DOPs land with a fast and furious truck load of dynamics training compressed into a single training volume. We want to give you more education for your money and the video format is perfect for you to rewind and replay as much as you need.

    Cinema 4D Character Sculpting Services

    Cinema 4D Character Sculpting Services

    Chris Maynard takes the viewer through an artistic resolution of a strong character model while preserving UV and geometry exporting capabilities to 3rd party apps.N

    Houdini Animation Principles

    Houdini Animation Principles

    Become one of the top animators in the VFX industry by unlocking the secrets of Houdini’s node-driven system. Some of the most useful and flexible tools available to the character animator will be revealed in this video.

    Houdini Vein Work

    Houdini Vein Work

    Vidmantas Brukstus leads you through the making of a line-growing effect. The end result is a digit...

    3D Digital Environments Masterclass

    3D Digital Environments Masterclass

    Learn how to build several real projects ranging from digital environments to commercial graphics.

    Houdini Cartoon Effect

    Houdini Cartoon Effect

    Hirai Toyokazu shows you how to make an anime-style cartoon effect and much more.

    Houdini Passes Master Class

    Houdini Passes Master Class

    This is a comprehensive course on PASSES from Houdini to Nuke. This course includes custom and default passes in detail for solids, particles, hair and volumes. Use of these passes will be demonstrated within The Foundrys Nuke compositing package.

    Tutorial Info

    CMIVFX Houdini Directable Particles Large Poster
    [+]
    [
    º
    ]
    [-]
    Duration: 04.10.36

    Houdini Directable Particles

    cmiVFX has released their newest lesson offering another glimpse into magical world of visual effects. The flows of power are often visualized with streamers of light chaotically traversing across the scene. How does one create chaos but also maintain the control a director will require? In this lesson we will teach one way this is done in a production environment. The workflow offered here is tested and proven effective within the film industry. This new, exclusive effect technique can succeed in scenarios where conventional particle control systems fail. Additionally, many lessons stop with mere particles in place. Martin Sawtell will teach you one way in which those particles may be used after the simulation is done. Martin answers the question, "Particles are simmed, now what?". He demonstrates a typical way to pass the results of a particle effect on to the compositing team for further refinement. This courseware will give you a clear idea of what is required of a VFX professional and how excellent results are achieved under the pressure of a real deadline. This video introduces viewers to the powerful world of VOPs within Houdini, and how it can be used to direct particles via it's point cloud features. Exploring VOPs implementations in shading & rendering, geometry and POPs it presents an entire workflow that brings them together to provide you with an intuitive way to control particles. Central to this workflow is the process of developing a "point cloud advect" Digital Asset that can be re-used in any particle system- allowing the user to push particles around with arbitrary geometry that could come from SOPs, another sim or even a Mantra render.


    • CMIVFX Houdini Directable Particles
    • CMIVFX Houdini Directable Particles
    • CMIVFX Houdini Directable Particles
    • CMIVFX Houdini Directable Particles

    Chapter Descriptions

    Emitter Setup

    Half of any particle system is it's Emitter! In this segment a novel way to generate source points is presented- using mantra to write a point cloud using a noise pattern in a shader (which is in turn reading in sops geometry as a point-cloud). The chapter also covers the basic task of setting up the guide curves that the particles will follow later. If you are new to the concept of VOPs, point clouds, and their implementation in Houdini via the geometry and shading contexts this provides a good introduction.

    Particle Tendrils

    Getting on to the fun stuff (particles) this chapter introduces POP VOPs and how they can be used to open a point cloud and then advect particles based on variables like their distance from the sampled geometry and it's control attributes. It also shows how to generate useful vectors on the geometry for pushing the particles around, combining the vectors, troubleshooting the process and setting it up for re-use in other particle sims. By following the tweaking process a workflow is beginning to emerge which you can apply to many problems that require directable particles.

    Building Tools And Adding Features

    So you now have a cool way to push particles around... So what? Time to turn it into a tool, that's what. Building a nice interface, writing to an OTL (digital asset) and taking into consideration that other people/houdini sessions might be using the asset while you are editing it are all covered. The particles are also further tweaked to bring in some nice noise (as a feature on the tool and separately on the geometry) plus a suction funnel is added to drag the particles into the end of the teapot.

    Simming And Render Settings

    In theory and motion the particles look good, but that's only in the viewport. A practical method for splitting the sim up for distribution using python is presented, as well as shading, lighting and rendering the particles with AOVs that Nuke will be able to read. It's not difficult to give nuke an EXR that has the particle's age, each light and other shading variables encoded in different image planes. While rendering and comping the particles isn't the focus of this entire lesson it's worth showing some common methods for getting what you need later into nuke.

    Application

    So we've covered the workflow in a linear, detailed fashion so far but it's worth branching out and demonstrating different applications of the tool and related VOPs workflows. A very quick and dirty video that aims to give you a starting point and inspire you to do things like flow particles over a surface, use VOPs to define forces in a FLIP sim, advect particles with a pyro sim and naturally make some cool noised motion. At the end of this sequence of videos you'll have the know-how to build your own tool that can write velocity/force, position, and arbitrary attribute modifications to particles, geometry, shaders and fluids, unleashing in your mind the possibilities that VOPs and VEX offers in Houdini. Once you see the possibilities you will lose sleep.

    About The Author

    Martin Sawtell begun his Houdini wanderings as an intern at SideFX Software; in the past he's worked as a production designer, VJ at large scale music festivals, lecturer at university and college and as an FX TD at studios such as Framestore and DrD. He currently lives and works in Beijing at BaseFX. After a long week of production he sometimes has trouble at parties talking about anything other than particle systems and render farm politics.

    Short Description

    This video introduces viewers to the powerful world of VOPs within Houdini, and how it can be used to direct particles via it's point cloud features.

    NOTICE TO VIEWERS:

    This lesson is intended for professionals in a production environment or for those with aspirations to be such. Structure and techniques taught herein may cause cg dabblers minor depression and headaches.

    Your Current Products
      123456
      Edit