» » Fxphd: PHY101-Introduction to Physics

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  • Author: kityvn
  • Date: 19-09-2013, 14:42
19-09-2013, 14:42

Fxphd: PHY101-Introduction to Physics

Category: Tutorials

Fxphd: PHY101-Introduction to Physics
Fxphd: PHY101-Introduction to Physics
Audio: aac, 44100 Hz, mono | English
2.83 GB | Video: h264, yuv420p, 960x540, 23.98 fps(r) | MOV

In this follow up to Introduction to Math (MTH101) - one of our most successful courses of the last few terms - Mike Seymour and Steve Anderson tackle Physics 101. This course is designed to give you the basis in reality to understand real world phenomenon such as inertia, how to fly, fluid sims, and breaking stuff up.

Class 1: Mass, Energy, and Inertia
This class covers energy conservation, the principle of different masses with movement having different energy, and how that might be transferred. It aims to give your work weight and believability by understand the basic building blocks of Physics.

Class 2: Optics
In so many aspects of vfx and computer graphics understanding concepts like refraction, focus, the inverse square law are vital to believable high quality work. Both on set and in CGI optics plays an ever increasingly large role in getting a shot right and producing exactingly accurate results.

Class 3: Balance and Follow-through
Why does a bike in motion not fall over, why does a bike cornering lean. How do you fly* Why do so many vfx flying things look totally fake while it seems so simple* We look at the nature of balance, follow through and ultimately flight and just what simple rules need to be followed to make something physically correct.

Class 4: Fluids, Part 1
We aim to explain how fluids work and algorthims of the models of how they work. We start with some history of fluid approaches and build to more complex understanding of the dynamics of fluid simulations.

Class 5: Fluids, Part 2
Simulations require both accurate sims and artistic control we explore vortex equations, controlling and rendering, liquid simulation tools and some fluid plugins.

Class 6: Cloth and Elastics
How does a cloth sim work - why is it like metal, what properties does cloth have - how is a bungie cord different from slime goop. What is surface tension and how does elasticity enter the equation.

Class 7: Breaking Things and Crashing Stuff, Part 1
How do things break - what are the maths behind the crashing chaos. How do you go about rigging for breaking and shatter patterns. Plus, we just smash stuff for the fun of it !

Class 8: Breaking Things and Crashing Stuff, Part 2
The simulation of breakage. What is the best way to approach the destruction of a scene?

Class 9:
The physics of light and how its currently being re-created through vfx.

Class 10:
Physics Plug-in Options, Part 2 - We close out the course answering your questions showing more approaches to common problems and providing you with the theory so you can design the best sims to nail an effects sequence.
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