Houdini咖啡杯场景全制作CoffeeCup

Houdini咖啡杯场景全制作CoffeeCup

CoffeeCup – 01_01 Houdini Project Setup & References in PureRef

In this tutorial, we will talk about the ideas of the Coffee Cups & Beans project, collect references with the help of PureRef and setting up our Houdini FX Project.
These topics are covered:
Setting up a new Houdini Project
Understanding $JOB & relative paths
Importance of References
Using PureRef (pureref.com) to collect references
Moving & Resizing the PureRef Canvas
Finding the Key Bindings
Re-arranging Boards
Entering Nodes /Text in PureRef
Presenting Images
Adding Images to a PureRef Board
Optimize Boards
Exporting a PureRef Board as PNG
Loading Reference Images to Houdini FX
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.de
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,我们将讨论Coffee Cups&Beans项目的想法,在PureRef的帮助下收集参考,并建立我们的Houdini FX项目。
这些主题包括:
建立一个新的Houdini项目
了解$ JOB和相对路径
参考文献的重要性
Using PureRef (pureref.com) to collect references
移动和调整PureRef画布的大小
查找按键绑定
重新安排董事会
在PureRef中输入节点/文本
呈现影像
将图像添加到PureRef板
优化板
将PureRef板导出为PNG
将参考图像加载到Houdini FX
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.de上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_02 Selections & Groups for Polygon Modeling in Houdini FX

In this tutorial, you will learn how to work with manual Selections in the Polygon Modeling process and understand the concept behind them. Then we will take a look into working with Selections for the Polygon Modeling Process in a „Direct Modeling“ approach. Then we will discuss the problems with this approach and re-build the node chain in a procedural way.
These topics are covered:
Why Groups in Houdini FX?
Different ways of optimizing your UI
Modeling the Base
Primitive Types vs. Polygon Models
Changing the Orientation of Polygons
Working more effective in the Network view
Poly Extrude / Handle Tool Tricks
Understanding Selections in the Polygon Modeling Process
Primitive numbers
Manual Selections & sequential selections
Problems with the Direct Modeling approach
Using groups for storing selections
Group & Group Create
Using groups in Modeling Nodes
Display groups & attribute lists
Building a procedural chain of nodes
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.de
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将学习如何在多边形建模过程中使用手动选择并了解其背后的概念。然后,我们将研究在“直接建模”方法中为“多边形建模过程”选择对象。然后,我们将讨论这种方法的问题,并以程序方式重新构建节点链。
这些主题包括:
为什么在Houdini FX中使用群组?
优化UI的不同方法
基础建模
基本类型与多边形模型
改变多边形的方向
在网络视图中更有效地工作
聚挤出/处理工具技巧
了解多边形建模过程中的选择
原始数
手动选择和顺序选择
直接建模方法存在的问题
使用组存储选择
组和组创建
在建模节点中使用组
显示组和属性列表
建立节点的过程链
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.de上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_03 Procedural Modeling with Channel Expressions in Houdini FX

In this tutorial, you will learn how to make the Cup completely procedural by connecting Node parameters with Channel References in HScript. You learn how these Expressions work and how to manipulate them. Then we write our first expression by hand. In the end we have finished the Cups paper fully procedural.
These topics are covered:
Selecting geometry groups
Activating Geometry groups selections in the Selection tool
Naming / Documenting nodes for later use
Working with Snapping
Using Channel References (Drivers)
HScript Expressions
HScript vs. Python scripting
Changing the Display- & Template Flag with Keyboard Shortcuts
Working with relative references
Expression Editor
Writing HScript
Understanding the Node structure
PolyFill
Using PolyBridge procedural
Converting group types with group promote
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.de
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将学习如何通过将Node参数与HScript中的Channel References连接来使Cup完全具有程序性。您将学习这些表达式的工作方式以及如何操作它们。然后,我们手动编写第一个表达式。最后,我们完成了Cups文件的完整程序。
这些主题包括:
选择几何组
在选择工具中激活几何组选择
命名/记录节点供以后使用
使用快照
使用通道参考(驱动程序)
HScript表达式
HScript与Python脚本
使用键盘快捷键更改显示和模板标志
使用相对参考
表达式编辑器
编写HScript
了解节点结构
PolyFill
使用PolyBridge程序
使用组提升转换组类型
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.de上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_04 Using Booleans for procedural Modeling in Houdini FX

In this tutorial, you will learn how to generate procedural edge loops on the paper part to place a bottom to the cup. We finish the Paper Cup in a fully procedural way.
These topics are covered:
Keyboard Shortcuts Node Display
Dot Nodes in Houdini FX
Automatically generated groups
Working with the Blast Node
Discussing the Clip Node and the Carve Node
Boolean Node
Boolean Modes
Building a cutter plane
Closing open shapes with PolyCap
Grouping Primitives by Normals
Subdivision Surface
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.de
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将学习如何在纸质零件上生成程序边缘环以将杯子底部放置在杯子上。我们以完全的程序方式完成纸杯比赛。
这些主题包括:
键盘快捷键节点显示
Houdini FX中的点节点
自动生成的组
使用爆炸节点
讨论剪辑节点和雕刻节点
布尔节点
布尔模式
建立切割机
使用PolyCap封闭开放形状
按法线将基元分组
细分曲面
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.de上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_05 Procedural Modeling of the Cup Lid

In this tutorial, you will learn the conceptional differences when working in a direct or procedural modeling approach. Also, we discuss, how you branch out in larger trees to add more details and use channel expressions, again.
These topics are covered:
Direct Modeling vs Procedural Modeling
Discussion, why to use boolean sops as helpers
Fast ways to set flags in large node trees
Branching out for cup lid
PolyExpand2D Node
Using Channel References
Finishing the top of the lid
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.de
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将学习使用直接或过程建模方法时的概念差异。此外,我们还将讨论如何在更大的树中进行分支以添加更多详细信息并再次使用通道表达式。
这些主题包括:
直接建模与过程建模
讨论,为什么要使用布尔肥皂作为助手
在大型节点树中设置标志的快速方法
分支出杯盖
PolyExpand2D节点
使用频道参考
整理盖子的顶部
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.de上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_06 Building a procedural Indentation to the Cup’s Lid

In this tutorial, you will work on the indentation in the cup lid. For that, we use groups, expressions and a boolean. Also, you learn how to add your own shelf to Houdini and add a preset for a node for faster working. Additionally, you learn about two often used HScript functions. bbox() and centroid() .
These topics are covered:
Analyzing the node tree
Selection methods in the Group node
Using bounding objects for groups
bbox expression for positioning
Bounding Box and the Bound Node
Clip Node for cutting planes
centroid expression for positioning
storing node presets
storing own shelf commands
Using the Boolean Node
Setting the centroid of a transform node
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.de
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将研究杯盖的凹痕。为此,我们使用组,表达式和布尔值。另外,您还将学习如何将自己的架子添加到Houdini并为节点添加预设以加快工作速度。此外,您还将了解两个常用的HScript函数。 bbox()和centroid()。
这些主题包括:
分析节点树
组节点中的选择方法
为组使用边界对象
用于定位的bbox表达式
边界框和边界节点
切割平面的剪辑节点
定位的质心表达式
存储节点预设
存储自己的架子命令
使用布尔节点
设置变换节点的质心
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.de上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_07 Finishing the cup’s lid Modeling Process

In this tutorial, you will learn how to prototype something before making it procedural. Then we will finish our cup lid with the drinking opening and bring all pieces together.
These topics are covered:
Adding the drinking opening non-procedural as a test
Rebuild it procedural
Group node with bounding shapes
Using the bbox expression
Connecting different mesh parts
Fuse Node
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.de
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将学习如何在制作程序之前对某些东西进行原型制作。然后,我们将完成带有饮水口的杯子盖,并将所有部件放在一起。
这些主题包括:
添加非程序性的饮酒口作为测试
重建程序
具有边界形状的组节点
使用bbox表达式
连接不同的网格零件
保险丝节点
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.de上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

(提取码:vfxf)
 
 
 

CoffeeCup – 01_08 Clean-Up & Groups Preparation

In this tutorial, you will learn how to prepare your model for the later material assignment process with the help of groups. You will learn how to get rid of modeling groups, which you don’t need anymore, how to add groups and how to copy / promote groups.
These topics are covered:
Analyzing your data flow
Group Delete Node
Working with Wildcard and Exclusions
Using automatically generated groups
Group Promote Node
Copying groups
Selecting flat areas
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.net
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将学习如何在组的帮助下为以后的材料分配过程准备模型。您将学习如何摆脱不再需要的建模组,如何添加组以及如何复制/升级组。
这些主题包括:
分析您的数据流
组删除节点
使用通配符和排除项
使用自动生成的组
组升级节点
复制组
选择平坦区域
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.net上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_09 Making UVs & UDIMs in Houdini FX

In this tutorial, you will learn how to unwrap the coffee cup and the lid with different UV nodes inside of Houdini FX. We will take a look in the powerful UV Flatten node, but also UV Project and UV Unwrap. Then we talk about layouting your UVs and I show you how to work with UDIMs.
These topics are covered:
UV Flatten Node
Cut Seams Tool
Making Cuts & Loop Cuts
Sew Tool
Visibility Node
Finding UV Distortions & UV Overlaps
Unwrapping the Cup
UV Project Node
UV Unwrap Node
Unwrapping sequentially
Pre-Selecting areas with Groups & expressions
Preserving existing seams
UV Layout Node
Layouting the islands
Layout with UDIMs
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.net
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将学习如何用Houdini FX内部的不同UV节点打开咖啡杯和盖子。我们将研究功能强大的UV Flatten节点,以及UV Project和UV Unwrap。然后,我们讨论布局UV,并向您展示如何使用UDIM。
这些主题包括:
UV展平节点
切缝工具
进行切割和循环切割
缝制工具
可见性节点
查找紫外线失真和紫外线重叠
解开杯子
UV项目节点
UV展开节点
顺序展开
通过组和表达式预先选择区域
保留现有接缝
UV布局节点
布局岛屿
UDIM布局
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.net上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_10 Material Assignment & Export as FBX

In this tutorial, you will learn how to prepare your Model for exporting to a 3D-Painting Application (Substance Painter, 3D-Coat, Mari). For this, we generate a Low- and a High-Poly FBX, add „Dummy“ Materials as helpers for Texture sets and do the export.
These topics are covered:
Preparing the Low Poly and high poly mesh
Subdivide Node
ROP FBX Output Node
Group Combine Node
Encapsulating Materials
Material Networks
Material Node
Working with multiple Panes
Assigning Materials to groups
Adding Material Slots
Principled Shader
Creating a Camera
IPR Testrender
De-activating Point Colors
Exporting Low- and High-Poly Mesh for Painting
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.net
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将学习如何准备模型以导出到3D绘画应用程序(Substance Painter,3D-Coat,Mari)。为此,我们生成了低多边形和高多边形FBX,添加了“虚拟”材质作为纹理集的辅助对象并进行了导出。
这些主题包括:
准备低多边形和高多边形网格
细分节点
ROP FBX输出节点
组合并节点
封装材料
物质网络
材质节点
使用多个窗格
将材料分配给组
添加物料插槽
原理着色器
创建相机
知识产权测试员
停用点颜色
导出用于绘画的低多边形网格和高多边形网格
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.net上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_11 Mantra Rendering Setup with Principled Shaders

In this tutorial, you will learn how to set up your Render scene for rendering with Mantra. We use a Light Dome with an HDRI and then add our PBR textures from Substance Painter to our Principled Shader. In the end, we render out our still image.
These topics are covered:
Importance of Real-World Size
Scaling the cup
Setting up a Camera
Setting up a Dome Light / Environment Light
HDRs for Lighting
IPR Rendering
Region Render in IPR
Activating Subdivisions Surfaces for Mantra Rendering
Setting up the Principled Shaders
Different ways of adding textures to Shaders
Adding Substance Painter PBR textures
Fixing the wrong appearance of the textures
Setting up a Mantra Render Node
Variables for automatic naming
Rendering the final Shot
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.net
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将学习如何设置渲染场景以使用Mantra进行渲染。我们使用带有HDRI的光罩,然后将Substance Painter中的PBR纹理添加到“ Principed Shader”中。最后,我们渲染出静止图像。
这些主题包括:
实际大小的重要性
缩放杯子
设置相机
设置顶灯/环境灯
照明用HDR
知识产权渲染
知识产权区域渲染
激活细分曲面以进行Mantra渲染
设置有原则的着色器
向着色器添加纹理的不同方法
添加Substance Painter PBR纹理
修复纹理的错误外观
设置Mantra渲染节点
自动命名的变量
渲染最终镜头
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.net上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

 
 
 

CoffeeCup – 01_12 Classic Material Workflow Houdini FX & Substance Painter 2020

In this tutorial, you will see the Classic Material Workflow between Houdini FX and Substance Painter 2020. We will talk about preparing your Model in Houdini FX, exporting High- & Low-Poly FBX files and also how Texture Sets are working. Also, I show you the current limitation in Substance Painter 2020 with UVs, which are not in the Standard UV Space and how to avoid it. Then you will texture the Cup with Plastic, Paper and add a logo. You will learn, how to project the logo and then finally, we export the textures for the different texture sets/materials in Houdini FX.
These topics are covered:
Understanding the Houdini Node tree
ROP FBX Node for High & Low Poly Version
Understanding the function of the High Poly Mesh
Substance Painter 2020
Understanding Texture Sets
Problems with UVs outside 0-1 in the classic workflow
Moving UV islands back to the Standard UV Space
UV Layout Node
Creating a Classic Substance Painter 2020 project
Talking about the new UV Tile Settings
Importing for the classic material-centric workflow
UI changes in the Baker
Baking the Maps
Isolating the Mesh Maps in the Viewport
Adding a Plastic Fill
Substance Source
Importing external resources
UV Placement & Projection
Interactive Placement
Projection Tool
Perspective vs. Ortho View
Stencil Placement
Projecting a Logo
UI Changes for the export dialog
Exporting the Textures
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus teaches 3D- & VFX Applications for 20 years. His focus lies on VFX, but he also works with many studios and agencies from different visualization areas.
If you have questions or topics, which should be added, please let us know.
If you want to support Helge Maus for publishing more free tutorials you could join his Patreons:
patreon.com/pixeltrain3d
Or you can download the Project files on Gumroad:
gumroad.com/pixeltrain3d
Find more information on pixeltrain.net
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain
谷歌翻译:
在本教程中,您将看到Houdini FX和Substance Painter 2020之间的经典材质工作流。我们将讨论在Houdini FX中准备模型,导出高低多边形FBX文件以及纹理集的工作方式。此外,我向您展示了Substance Painter 2020中具有UV的当前限制,这些限制不在标准UV空间中,以及如何避免。然后,您将使用塑料,纸张对杯子进行纹理处理并添加徽标。您将学习如何投影徽标,最后,我们导出Houdini FX中不同纹理集/材料的纹理。
这些主题包括:
了解Houdini节点树
高低多边形版本的ROP FBX节点
了解高多边形网格的功能
物质画家2020
了解纹理集
经典工作流程中0-1以外的UV问题
将UV岛移回标准UV空间
UV布局节点
创建Classic Substance Painter 2020项目
谈论新的“ UV平铺”设置
导入经典的以材料为中心的工作流程
贝克的UI更改
烘焙地图
在视口中隔离网格图
添加塑料填充
物质来源
导入外部资源
紫外线放置和投射
互动展示位置
投影工具
透视与正视图
模具放置
投影徽标
导出对话框的UI更改
导出纹理
This tutorial series „Houdini Practice Hour“ is meant for newbies in Houdini FX, who want to learn the basic tasks of modeling, uvs, shading, lighting and rendering on a project base in Houdini FX. I will explain you step by step the workflows and tools, so you can follow along and then experiment to deepen your knowledge. Learning means „getting your hands dirty“. This series doesn’t give you the most effective, elegant or the “only right way”, it’s concepted to give you a solid learning experience. If you are searching for a complete introduction into the fundamentals of Houdini FX, you can take a look here: vimeo.com/ondemand/houdinifxfundamentals
Helge Maus教授20D的3D和VFX应用程序。他专注于VFX,但他还与来自不同可视化领域的许多工作室和代理商合作。
如果您有任何疑问或话题(应添加),请告诉我们。
如果您想支持Helge Maus发布更多免费教程,可以加入他的Patreons:
patreon.com/pixeltrain3d
或者,您可以在Gumroad上下载Project文件:
gumroad.com/pixeltrain3d
在pixeltrain.net上找到更多信息
YouTube: youtube.com/pixeltrain3DVFXTrainings
VIMEO: vimeo.com/pixeltrain
LinkedIn: linkedin.com/in/pixeltrain
Artstation: artstation.com/pixeltrain

(提取码:vfxf)
 
 
 

CoffeeCup – 01_13 UDIM Material in Workflow Houdini FX & Substance Painter 2020

In this tutorial, you will learn the fundamentals of UDIMs and how working with them is different from the Classic Material workflow. First, I will explain to you in-depth what UDIMs are and how they work. Then we generate some UDIMs in Houdini FX and write out Low- and High Poly Meshes for the external painting process.
In Substance Painter 2020 we will then take a look into the new workflow options and understand, how you now work with texture sets und the connected UDIMs. We texture our cup and export the textures from Painter in a UDIM compatible way.
In Houdini FX, we talk then about assigning these textures in Principled Shaders and Texture Nodes for Rendering with Mantra.
谷歌翻译:
在本教程中,您将学习UDIM的基础知识以及使用它们与Classic Material工作流程有何不同。首先,我将向您深入解释什么是UDIM以及它们如何工作。然后,我们在Houdini FX中生成一些UDIM,并为外部绘画过程写出低多边形网格和高多边形网格。
然后,在Substance Painter 2020中,我们将研究新的工作流程选项,并了解您现在如何使用纹理集和连接的UDIM。我们对杯子进行纹理处理,并以UDIM兼容的方式从Painter中导出纹理。
在Houdini FX中,我们然后讨论在“原则着色器”和“纹理节点”中分配这些纹理以使用Mantra进行渲染。

(提取码:vfxf)