cmiVFX - High End Online Visual Effects Training

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2014
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    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)

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    New Releases

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    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

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    Lua Scripting Language Quick Start

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    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

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    Houdini Fur Tools

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    Houdini Animation Principles

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    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 Passes Master Class Large Poster
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    Houdini Passes Master Class

    cmiVFX brings you an awesome, brand new video on render passes in Houdini. This lesson acts as a comprehensive guide to all the default render passes and also shows you how to create any custom pass you wish; either through custom VOPS passes driven by user input or by utilizing attributes. Are you tired of creating several takes and having to manage several different files for each pass? This lesson shows you how to create just about any pass you need in one image. Spending too much time on look development for volumes or particles? This lesson shows you how to create passes to tweak volume fields and particle attributes in post. Fur and hair passes are the key to achieving a cinema-quality result. If you have ever wanted to know more about any render pass or the mantra node, then this video is for you! Once you have watched it, you will be able to create just about any render pass that you wish.


    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class
    • CMIVFX Houdini Passes Master Class

    Chapter Descriptions

    Mantra setup

    Here we'll cover the basic setup for the default passes. We'll learn some common pitfalls that occur when using passes for the first time and we'll set up all 48 default render passes.

    Shader and custom passes

    We'll go over how to set up the most simple of custom passes and we'll start creating the user interface to drive these passes.

    Complex VOP pass custom Fresnel

    Picking up from simple integer AOV's, we'll do some math to create a custom Fresnel pass with VOPS. This is the meat and potatoes of the lesson.

    AO and UI for custom passes

    Here we'll finish creating our custom shaders with a small interface and a VOPS-driven ambient occlusion pass. No more setting up a separate take for ambient occlusion; do it all in SHOPs!

    Examples of default passes

    If you've ever wondered what some of the default passes do or why they seem to work only in certain situations, all your questions will be answered here as we go through the passes step-by-step and explain what Mantra is doing. Plus we'll go over some tips and tricks for a quick M-play workflow.

    Takes and final render setup

    Next we'll do render takes and we'll learn how to use them in your scene. We'll also set up our final render layers that we're going to use in post.

    Render Optimization and Mantra Node tips

    For those of you who are looking to get the most out of your machine and get renders out quickly, we'll describe what the sampling in your scene is physically doing.

    Nuke initial set up and use of layers

    It’s finally time to start using some of these passes! In this chapter we'll go over some common techniques to use these passes to match our reference.

    Normalize the passes

    Sometimes your renders will have an unrealistic value in the tens of thousands that look like bright white blocks of nothing. Normalizing this information to values of 0-1 is easier to work with. We'll also fix some problems we had without glass.

    Solutions to common challenges

    Depth passes always come out a little funny from nuke when dealing with transparency. Here are some last-minute tips and solutions to give you what you need to finish the comp.

    Volume passes

    Volumes have long been my favorite part and now we can pass all of our volume fields into a render pass! Ever want to change the temperature or color of your volume on the fly? No problem!

    Particles and Motion Blur

    Houdini is an excellent tool for handling complex particle simulations. This chapter will go over how to pass custom and default attributes into your particle shader for use in post. We'll also show you how to use a standard motion blur pass from Houdini in Nuke to do your motion blur in real time!

    SSS, glows, and everything else we have not talked about yet

    Sub Surface Scattering in pass? No problem. Here we'll go over some simple passes to work with your SSS in post. Glow and a more traditional shadow pass will also be discussed.

    Hair and Fur passes

    Hair and fur have similar caveats to know about. Creating intelligent render passes to adjust things like your root and tip opacity in post can allow you to increase the speed of your work flow.

    About Matt Fournier

    Matt is a Technical and 3D artist in Detroit Michigan. He has worked on Honda commercials, independent films and a music video. Matt runs his own small gaming business that works with several talented artists. He will very soon earn his M.F.A. in Visual Effects from the Savannah College of Art and Design, he just has to finish his thesis on procedural level design for games. Matt’s passions lie in researching new and interesting techniques.

    Project Contents

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    About cmiVFX

    cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for free and receive hours of free content at the cmiVFX Video-on-Demand Player. Copyright 2013 cmiVFX | cmiStudios. All rights reserved.

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