This course is closed for enrollments, submit the form to get notified early next time this course runs.
Thank you for your interest, you will be notified next time this course runs.
Oops, something went wrong:
Spencer Lueders is currently a Senior FX Technical Director at Sony Pictures Imageworks in Los Angeles. He's now here to work with you at CGWorkshops in this 8 week online, fully-mentored Houdini training course.
Spencer will cover a variety of material and get into many technical low level concepts, such as the maths, geometry, and trigonometry, etc involved in gaining complete control over an effect. When it comes to making great FX, there aren't any push-button solutions. This course helps to lay that groundwork to understand what is going on under the 'hood'.
Spencer will take you step-by-step through the construction of a production ready scene in Houdini - right from looking at the UI and procedural modeling in Week 1, and eventually on to particles and fluids. You will cover techniques that give complete control when you're creating cracks, wind effects, dissolving effects, as well as procedural modeling, to name a few..
Finally, you'll bring in the various elements you have created together in one final scene.
Don't miss the chance to learn from one of the industry's most experienced Houdini professionals.
Houdini's Apprentice education edition software is available as a free download, and is all you will need to take this workshop.
2. User Interfaces
3. Creating Networks
Welcome To Week 1. This week we will be covering Houdini’s Procedural workflow, the User Interface, and explore a few of Houdini’s modeling tools. The goal by the end of the first week is to have a comfort level with Houdini’s interface as we will go straight into more complicated workflows and concepts throughout the following weeks.
1. Copy Surface Operator
2. Stamping to Create Copy Variations
Can you feel the magic yet? For this week, we will cover the amazingness of the Copy Surface Operator (SOP) and its vast capabilities to create complex models, procedural animation and effects. We will also begin to cover the power of Noise and random values to give our geometry more organic behavior.
1. Particle fundamentals
2. Controlling simulations
3. Writing Simulations to Disk
4. Apply Geometry to Particles
Particles. The bread and butter of Houdini. We will get into what a particle is, how we can control it using dynamic grouping, collisions and splitting. We cover how to surface and apply geometry to our particles.
1. Controlling Initial Velocity
2. Vectors - Length, Direction and Rotation
3. Dynamic Emitters
For this class, we will define where particles emit, set their initial velocity to direct our effect. We will learn how to set a vectors length, direction and rotation in order to maximize the amount of control we have.
1. Particle Attributes
2. Integrating particles with geometry
3. Advection using Voxel Fields
Dissolving geometry is always a good trick to own. We will look at a method of creating a dissolving effect that will eat away our model. We will explore the use of volume fluids to advect our particles to create natural, fluid motion.
1. Discuss goals when creating an effect
2. Geometry Attribute Types
3. Cover Math/Trigonometry topics to build robust effect
This week we will explore alternative methods for developing an effect without the use of simulations which can often allow for more flexibility, control, and increased efficiencies. We will get into using various attribute types as well a few trigonomic functions to produce a production level effect.
1. Particle Fluid fundamentals
2. Controlling Fluids with custom forces
We will take a look at Houdini’s FLIP particle fluid solver which is useful for creating...FLUIDS! Particle Fluids are used to generate splashes, sand, and oil to name a few. Key areas we will explore are the fundamentals of FLIP, various ways to control the properties, emission, and build custom forces to get the most out of our simulation.
1. Bring Elements Learned Over Course Together
2. Render using Mantra.
The final week we will bring the various elements we have created together over the previous weeks. We will also explore some of the methods for rendering in Houdini.