Full Content URL: https://bit.ly/3MLr7fd
Author: Mark Spevick
Full Content Description:
In this course, we will learn how to create a detailed simulation of a
car driving through a wall.
Designed for beginner and intermediate students, we will specifically
look at how to install Quixel’s bridge in order to use a Megascans
asset to build our wall. We will also look at a couple of ways to
implement ACES in Houdini for professional color management control.
We will look at creating a reusable digital asset to make a brick wall
complete with UV’s and surface detail. We will then take this asset
and make a set complete, with windows and a door.
We will fracture everything and then set up the simulation with
sophisticated use of constraints.
Next, we will add multiple different layers of details by utilizing
various techniques.
These will be particle simulations, Pyro simulations for airfields and
dust and we will also look at emitting RBD’s to add additional small
pieces.
We will then look at USD and SOLARIS in order to set up the scene for
rendering.
We will then look at using materialX and the new XPU pyro shader so
that we can utilize the new (beta) XPU feature of KARMA which greatly
accelerates rendering time.
Main Takeaways
* How to set up ACES in houdini
* How to use COPS to convert textures in ACES colour space
* How to install Quixel bridge into Houdini to use megascans assets
* How to make a digital asset
* How to fracture different material types such as glass, wood and
concrete.
* How to setup sophisticated constraint networks to control the
fracture of different material types.
* How to make accurate collision objects for the simulation.
* How to implement other passses to add further levels of detail to
the shot.
* How to use debris source node
* How to use POP grains
* How to use Pyro solver
* How to create an air field to improve interaction between elements.
* How to make custom pyro emitters
* How to make a dust pass using pyro tools.
* How to optimizie the simulation for caching
* How to bring Houdini scene in SOLARIS
* How to convert shaders into materialX
* How to implement KARMA XPU
Author Page: https://www.cgcircuit.com/instructor/mark.spevick
Prerequisites:
About the Author: Mark is the Head of 3D at Escape Studios/Pearson College London.
Mark has over 10 years working in film VFX and another 10 years working in higher education and teaching.
Mark got his big break at Peerless Camera Co, the production house co-owned by Terry Gilliam, and worked on every Gilliam film from ‘Fear and Loathing in Las Vegas’ to ‘The Imaginarium of Dr Parnassus’, starring the late Heath Ledger.
He also worked with director Martin Campbell on ‘Zorro’ and ‘Mask of Zorro’ before supervising on the set of ‘Casino Royale’.
Mark was lead of the CG team that worked on the parachute scene in ‘Angels and Demons’, on behalf of post-house Double Negative.
Mark was heavily involved in the design and development of the undergraduate and postgraduate programmes at Escape Studios working with many industry partners to ensure that the courses he designs deliver the right skills for the right jobs.
Author: Mark Spevick
Full Content Description:
In this course, we will learn how to create a detailed simulation of a
car driving through a wall.
Designed for beginner and intermediate students, we will specifically
look at how to install Quixel’s bridge in order to use a Megascans
asset to build our wall. We will also look at a couple of ways to
implement ACES in Houdini for professional color management control.
We will look at creating a reusable digital asset to make a brick wall
complete with UV’s and surface detail. We will then take this asset
and make a set complete, with windows and a door.
We will fracture everything and then set up the simulation with
sophisticated use of constraints.
Next, we will add multiple different layers of details by utilizing
various techniques.
These will be particle simulations, Pyro simulations for airfields and
dust and we will also look at emitting RBD’s to add additional small
pieces.
We will then look at USD and SOLARIS in order to set up the scene for
rendering.
We will then look at using materialX and the new XPU pyro shader so
that we can utilize the new (beta) XPU feature of KARMA which greatly
accelerates rendering time.
Main Takeaways
* How to set up ACES in houdini
* How to use COPS to convert textures in ACES colour space
* How to install Quixel bridge into Houdini to use megascans assets
* How to make a digital asset
* How to fracture different material types such as glass, wood and
concrete.
* How to setup sophisticated constraint networks to control the
fracture of different material types.
* How to make accurate collision objects for the simulation.
* How to implement other passses to add further levels of detail to
the shot.
* How to use debris source node
* How to use POP grains
* How to use Pyro solver
* How to create an air field to improve interaction between elements.
* How to make custom pyro emitters
* How to make a dust pass using pyro tools.
* How to optimizie the simulation for caching
* How to bring Houdini scene in SOLARIS
* How to convert shaders into materialX
* How to implement KARMA XPU
Author Page: https://www.cgcircuit.com/instructor/mark.spevick
Prerequisites:
About the Author: Mark is the Head of 3D at Escape Studios/Pearson College London.
Mark has over 10 years working in film VFX and another 10 years working in higher education and teaching.
Mark got his big break at Peerless Camera Co, the production house co-owned by Terry Gilliam, and worked on every Gilliam film from ‘Fear and Loathing in Las Vegas’ to ‘The Imaginarium of Dr Parnassus’, starring the late Heath Ledger.
He also worked with director Martin Campbell on ‘Zorro’ and ‘Mask of Zorro’ before supervising on the set of ‘Casino Royale’.
Mark was lead of the CG team that worked on the parachute scene in ‘Angels and Demons’, on behalf of post-house Double Negative.
Mark was heavily involved in the design and development of the undergraduate and postgraduate programmes at Escape Studios working with many industry partners to ensure that the courses he designs deliver the right skills for the right jobs.
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