3DBuzz: Houdini Technical Director Series Volume I,II | 1.86 GB + 1.46 GB
Volume I : 37 Lessons | Duration 12+ hrs - Volume II: 48 Lessons | 10+ hrs | Prject Files Included | Software used: Houdini
This first volume of the Technical Director Series focuses on the creation of the various digital assets that will be used to create the Talented Ball animation project. Most every CG artist out there does a bouncing ball project at some point in their career, but this is no ordinary bouncing ball! With a fully customized artist UI to help animate the main character and a complex crowd simulation driving a procedural audience, you'll find yourself creating high-end digital assets in no time!
Lesson highlights include the creation and rigging of our main character, with special emphasis on tracking and transforming about a constantly moving center point. You'll also see how to use the Shading (SHOP) context and the VEX Builder (VOP) context to create a wide variety of custom shaders ranging from simple to complex.
One of the key projects of this first volume, however, is the generation of a completely procedural audience, which is automatically placed along the seating of the arena. The simulator handles creation, scaling, placement, animation, and even a customized shader system that allows for mixing and matching of several modular texture components, allowing for tons of variation from one crowd agent to the next!
A unique benefit of the Technical Director Series is the extensive use of virtual whiteboarding. Using a classroom-style approach, you'll hear lecture on how each part of the project will be performed, with live whiteboard notes and drawings to help you understand the key concepts of each part. This means that once you get to the creation phase, you'll already be familiar with the task at hand, and will have already truly LEARNED the key concepts, rather than just mimicking a demonstrator!
Houdini Technical Director Series - Volume II
Picking up where Volume I left off, this second volume makes use of our Talented Ball assets to create the final animation, seeing it through to final composition. Along the way, you'll see the entire process of animation, camera setup, lighting, rendering, compositing, and more!
The volume begins by utilizing the intuitive character rig created in Volume I, finalizing all character animation as our star approaches and climbs a ladder, hops on a diving board, and then performs a somersault into an empty pool, much to the glee of the surrounding audience. Once your character's motion is completely finalized, you will see how to also set up and animate cameras in the scene including the use of camera switchers to cut from one camera to the next.
After your animation and cameras are wrapped up, it's time to really start bringing the scene to life with lighting! This project makes use of several important lighting techniques, including spotlights that track the main character, secondary lights to assist in a realistic feel, and multiple light rigs which make sure that the audience always sees the scene's illumination the way you want them to see it.
Once all of the lighting is done, it's time to begin the rendering process. We will start this by showing you how you can cache out animated geometry to disk, which is a great way to speed up renders and maximize rendering efficiency throughout the pipeline. You will also learn how to write a Python script that will allow you to parse your own custom file type, containing a description of the various render layers and passes in the scene. The upshot of this is that you now have a fast and easy way to split your render up in to a large range of passes, thereby automating an otherwise tedious process.
This breakdown will include separate render passes for diffuse color, specularity, shadows, and scene depth for each of the separate layers, including the main character ball, the audience, and the surrounding set. This is an invaluable and professional-level production technique, as it allows you vast control over the look of your final composition in post production.
When finished, it's time to create the composition. You will learn how to do this by creating your own custom set of Compositing (COP) context assets. With the various passes and layers set up earlier, you will have complete control over the final look of your animation, all without ever having to leave Houdini!
As with the first volume of the Technical Director Series, this volume makes use of whiteboarding, allowing you to view comprehensive lecture over everything you're about to accomplish, and helping to make sure that what you see is what you have LEARNED.
Volume I _https://www.3dbuzz.com/training/view/houdini-director-volume-i/h9-td-volume-i
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