cmiVFX - Shading and Rendering in Houdini
English | Size: 369 MB
With Houdini?s Mantra renderer being used more and more in production, shading and rendering quickly became the most requested topic for a new Houdini course for cmiVFX | cmiStudios. In response, they have recorded a comprehensive new set of videos derived from a list of frequently asked questions about Mantra. The result is an intense, fast-paced class that is packed with useful information about lighting, materials and rendering in Mantra.
Here is a list of all the topics covered in the class:
Introduction to Materials - A very important step prior to the rendering process is defining the surface qualities of your objects. This action is achieved in a wide variety of ways in Houdini and is crucial to start somewhere neutral. Learn how you can create materials and how you can assign them to both objects and components.
Materials in Depth - To have a deep understanding of what makes a material believable, it is important to understand the materials pipeline. Houdini extends its procedural workflow into all aspects of the application including shading networks. It is important to know how this applies to surfaces. Houdini also lets you compile the shaders in a unique way. You can not only write shaders with code but with visual blocks called VOPs. You will learn how to go through all your options to create better materials for your objects.
Rendering Tools - Houdini has a lot of rendering tools make you more productive. You will learn all about tools such as the render region tool, render view, MPlay, render nodes or output drivers, comparison tools and more. This will help make your workflow optimized for speed. You will avoid wasting time performing long test renders and spend more time tuning the look of your render.
Project Start u To learn you will use a real project that will let you delve deep into a working example. Utilizing a big part of the rendering technologies available in Houdini, and you will start by understanding how the modeling and UV sets are used to help you render the scene.
Direct and Indirect Lighting - The rendering process as a whole, is about calculating the interaction of light in the scene and then outputting the result. Knowing about light and its physical properties is a very important step to understanding how to work out lighting inside any software. Understanding direct and indirect light is discussed in length with graphs and tests.
Translucent Materials - In order to get to the next level of lighting calculations comprehension, you will learn how to work with normal propagation to create a translucent material inside Houdini.
Global Illumination u You will learn different ways to create indirect illumination inside Houdini. Technique such as VEX global illumination light shader, PBR, and photon mapping. You will also learn how to set up indirect illumination on a per object basis, work with Image Based Lighting and convert an image to the .rat format preferred by Mantra.
Simple Materials Application - This section is geared towards creating and applying materials inside the main project; finishing the lamps surface shaders, then working on the materials that do not need texturing for other objects in the scene.
Textures - Once you have created UVs for geometry you can assign procedural or image based textures to surfaces. This task and others, like creating the corresponding materials for our objects and texturing them will be covered in a step by step method. Creating and working with a COP network to modify an image then use the output as a texture for one of the materials is also discussed in this portion of the video.
Displacement - Displacement mapping is a very important way to add details to your objects without high resolution modeling. Having a good grip on how to create some displacement shaders for materials is essential. Use the shader view and learn about important parameters like the displacement bound and true displacements.
Sampling in Mantra u This is where you learn how to fine tune your work to make it look good. What makes a shader and light ready for a final rendering? You will work on finishing touches such as adding some objects to reflect in our render, adding extra lights, creating more reflections and working with light linking.
Mantra is a powerful rendering engine, one of the best in the industry, but as any other beasts it needs to be mastered. Knowing how to manage samples from the inside out is phenomenal for fine tuning your scenes. We are going to look deep into how Mantra manages samples; also as an additional bonus we will have an overview on how to apply Depth of Field to achieve our final result
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