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  • Over 20 hrs of Video

  • Models supplied

  • Difficulty Level:

    workshop-level-i I
    intermediate
  • Keywords: DYNAMIC FX | 3D

COURSE OVERVIEW

Let's smash and destroy!

With its procedural workflow, Houdini 13 is the tool of choice for high-end studios doing complex destruction work. By the end of the course you'll understand why and be able to build your own complex RBD sims. After a brief look at all the different solvers available in Houdini 13 (including FEM) we'll focus on the bullet solver. Over the last few years the bullet solver has dominated RBD simulations for speed, stability and its ability to deal with a staggering number of objects and constraints.

Starting with simple examples, each week you will build your knowledge and build up the complexity of your simulations. Node based software is ideal for dealing with the level of complexity demanded by this type of work.

By its nature Houdini is extremely flexible and open, allowing any FX TD to take on a research and development role making tools to run complex simulations. However, without guidance it can be easy to get overwhelmed and lost.

With over 13 years of experience Pav Grochola (Edge of Tomorrow, Amazing Spiderman 2, Harry Potter, Ghostrider) will take you from the basics of RBD destruction to build your own large scale destruction shot for your reel and have the knowledge to confidently tackle almost any destruction shot.

The course will cover:

  • Basic physics and Houdini's RBD solvers
  • Bullet workflow
  • Packed primitives
  • Sop solvers
  • Attribute and points wrangle nodes
  • Advanced network constraints
  • Forces
  • Secondary sim elements
  • Debris emitters
  • Particle and smoke simulation
  • Advanced fracturing techniques (how to avoid "that voronoi look")
  • Techniques for effective model preparation
  • Rendering with displacement detail
  • Trouble shooting and optimization

Houdini's Apprentice education edition software is available as a free download, and is all you will need to take this workshop.

What You Will Learn

You will start off by running run 3-4 different types of RBD sims. Before selecting one suitable for the creation of secondary elements (fine debris, particles, smoke).

For your final project you will chose a model, prepare it for destruction and create a sim including all secondary elements. Finally you will render all the elements into a shot suitable for your reel.

WEEK BY WEEK OUTLINE

Week 1 - I Wanna Blow Stuff Up

Goal: To gain a basic understand of physics and how it relates to Houdini's RBD. We will discuss all the RDB solvers available in Houdini, focussing primarily on the Bullet Solver.

THE BIG PICTURE
What is current state of visual FX RBD simulation technology?
What do the big studios use and why?

HOUDINI RBD SOLVERS
What are the different rbd solvers and which one should I use?
A brief look at FEM, Bullet and Houdini RBD.

FOCUS ON BULLET
Understanding bullet primitive types.
A look at the bullet solver settings.
What's different in Houdini 13 bullet? What are the advantages and disadvantages.
Understanding pack primitive workflow.

Assignment: Create a basic RBD simuation.

Week 2 - The Devil Is In The Detail

Goal: To understand "the look" of destruction using the real world as a reference,

SET IT UP FOR SUCCESS
Methods of setting up rich, complex sim detail. Good looking fracturing and final rendering with displacement detail.
Setting up a sim that has the rich multilayered complexity of real world destruction.

FRACTURING - LOOK DEVELOPMENT
Different methods of fractured geo.
Voronoi fracture node in depth.
Advanced fracturing  and methods for avoiding that "Voronoi look".

RENDERING CONSIDERATIONS
Correctly applying displacement detail.
UV considerations.

Assignment: Apply the above methods to destroy something!

Week 3 - DESTRUCTION CHOROGRAPHY "CHAOS, CONTROL, CHAOS, CONTROL

Goal: To gain an understanding of the choreography of destruction work focusing on constraints and sop solvers.

CONSTRAINT NETWORKS
Simple examples of all the constraint types, making and breaking them.
Controlling constraints with sop solvers.
Applying this knowledge to improve the look of our RBD sim from the previous week.

FORCES AND STATES
Forces to get even more control of the sims.
Switching from kinematic to dynamic states.

Assignment: Apply the above methods to improve the look of the previous week's example

Week 4 - SELLING IT (SECONDARY SIMULATIONS)

Goal: To understand secondary sims that are driven from the primary RBD sim.

DEBRIS AND PARTICLES
Extracting and using impact data effectively.
Adding debris from breaking geo (debris emitters).
Fine particle detail.

SMOKE
Driving smoke sims from destruction sims (advanced sop solver techniques).

Assignment: Create secondary effects on the previous weeks sim

Week 5 - Be Prepared

Goal: To develop a workflow for model preparation.

In production we're usually destroying something that's handed down to us from modeling. We'll run through avoiding some of the pitfalls, to make destruction preparation as painless as possible.

PREPARATION
Prepping the model for destruction.
Optimizations and limitations
Avoiding problems early (if you can)
Preparing a model for destruction.
UV considerations.

Assignment: Get your model to point where its ready to sim.

Week 6 - Feeling The Power

Goal: To understand Houdini's procedural workflow and the ideal environment for complex destruction work.

EXPLOITING NODE NETWORKS
We'll see how easy it is to get great, controllable RBD sims.

OPTIMIZATION
Producing a good sim without melting our CPU.
Trouble shooting.
Post sim fixes.

Assignment: Run primary sim on our building model

Week 7 - Putting It All Together

Goal: Undertsand how to use the primary sim to run the secondary passes.

ONE STEP AT A TIME
We'll run through generating secondary sim passes. We'll also talk about data management and preventing your node graph from looking like a bowl of spaghetti

Assignment: Run secondary sim on our building and do a final render.

Week 8 - PHEW (FINISHING UP)

RENDERING

We'll put it all together, rendering out each destruction element. Along the way, we'll talk optimizations and basic compositing.

BASIC PHYSICS OVERVIEW
Basic physics primer and How this relates to working in Houdini.

TRICKS AND TIPS
Effectively preparing a model.

WHAT YOU'LL NEED

Student Requirements

Ability

  • This is an intermediate - advanced class. While you will not be required to have previous experience in Houdini dynamics (DOPS) you will need a good general foundation in Houdini.

Hardware

  • You will need a reasonably fast computer with at least 6 gig ram.

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