Houdini 18.5官方大师讲座——新特性全面讲解Houdini 18.5 HIVE

Houdini 18.5官方大师讲座——新特性全面讲解Houdini 18.5 HIVE

Sexy Explosions _ Attila Torok _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 28, 2020)

This presentation functions as a brief overview of the new and updated pyro tools introduced in this release. The new explosion source tools allows you to easily shape your explosions to match real world references. We will use these tools to create sources for explosions ranging from small scale to complex large scale multiple explosions. These source tools drove the creation of new attribute manipulation tools (Attribute Adjust SOP nodes) that we will briefly touch on. Lastly we will discover the functionalities of the new pyro shading workflow, to create more realistic explosions through two examples.

Attila Torok is a London based FX TD working for SideFX. He has started out as a SideFX internship student after which he worked for Double Negative on projects like The Hunger Games: Catching Fire, Godzilla. Before coming back to SideFX he spent 4 years at ILM, where next to a list of movies like Doctor Strange, Avengers: Infinity War, Ready Player One, Star Wars: The Rise of Skywalker, he was building and maintaining tools for particle simulations, deformable and tearable rigid body simulations and for pyro used throughout the company.

0:02:27 Introduction
0:06:32 Attribute Modification
0:11:22 Pyro Burst Source
0:19:06 Pyro Trail Wokflow
0:28:35 Combining Bursts and Trails
0:32:25 Blackbody vs. Color Ramp
0:35:06 Volumes for Shading
0:38:17 ACES Color Workflow
0:39:50 Custom Simulation Settings
0:43:42 Fireball
0:47:27 Side Explosion
0:48:44 Pyro Bake Volume
0:51:47 Pyro Shader
1:02:03 Building Render Setup
1:03:28 Ending Explosion
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月28日广播)

本演示文稿是此版本中引入的新的和更新的pyro工具的简要概述。新的爆炸源工具可让您轻松调整爆炸形状,使其与真实世界的参考相匹配。我们将使用这些工具来创建从小规模爆炸到复杂的大规模多次爆炸的爆炸源。这些源工具推动了我们将简要介绍的新属性操纵工具(Attribute Adjust SOP节点)的创建。最后,我们将发现新的pyro着色工作流程的功能,通过两个示例来创建更逼真的爆炸。

Attila Torok是为SideFX工作的伦敦FX TD。他最初是SideFX实习生,之后在Double Negative从事诸如《饥饿游戏:追赶火》,《哥斯拉》之类的项目。回到SideFX之前,他在ILM工作了4年,在那里他紧随其后的工作包括:建立并维护用于粒子模拟的工具,可变形和可撕裂的刚体模拟,以及整个公司使用的焦炉。

0:02:27简介
0:06:32属性修改
0:11:22火焰爆裂源
0:19:06 Pyro Trail Wokflow
0:28:35结合突发和线索
0:32:25黑体vs.彩色斜坡
0:35:06阴影量
0:38:17 ACES色彩工作流程
0:39:50自定义仿真设置
0:43:42火球
0:47:27侧面爆炸
0:48:44火焰烤体积
0:51:47火焰着色器
1:02:03建筑渲染设置
1:03:28爆炸结束

 
 
 

Introducing KineFX _ Henry Dean _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 28, 2020)

A brief tour of the KineFX toolset introduced in Houdini 18.5. We’ll be taking a little look under the hood of the toolset, covering a few fundamental concepts and what their implications might be for your future character work as well as investigating a couple of examples that will help you gain an initial understanding of the philosophy behind it’s development and hopefully get you inspired to dive into the tools yourselves!

Henry Dean is a Character Rigger and Technical Director based in London. With a background ranging from music through development to boatbuilding, his Houdini journey began somewhere in the region of 2015 with a sole focus on character animation, rigging and exploring new techniques for breathing life into digital characters. He is currently working for SideFX on the KineFX rigging and animation framework.

0:01:00 Introduction
0:02:17 Fundamental Ideas
0:10:50 Revisitng a Prototype: Drawing curves to build chains
0:18:50 Well there’s a thought: Encapsulation and Reusability
0:20:00 Applying the curve fitting to a character and adding simple ik
0:26:16 Erik’s Test Rig
0:32:39 An example blendshape driven hand rig
0:36:00 Adding hands to the test rig
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月28日广播)

Houdini 18.5中简要介绍了KineFX工具集。我们将在工具箱的内部进行一些研究,涵盖一些基本概念及其对您未来角色工作的影响,并研究几个示例,这些示例将帮助您初步了解这一哲学。它的发展背后,并希望让您获得启发,潜入自己的工具中!

Henry Dean是伦敦的角色索具和技术总监。他在Houdini的旅程从音乐到开发再到造船,其背景从2015年左右开始,他专注于角色动画,操纵和探索使数字角色充满生命的新技术。他目前在SideFX的KineFX绑定和动画框架上工作。

0:01:00简介
0:02:17基本思想
0:10:50重新审视原型:绘制曲线以构建链
0:18:50有一个想法:封装和可重用性
0:20:00将曲线拟合应用于角色并添加简单的ik
0:26:16埃里克的试验台
0:32:39 Blendshape驱动的手动钻机示例
0:36:00向测试台伸出双手

 
 
 

Be in Control – Crowds and KineFX _ Mikael Pettersen _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 28, 2020)

Crowds in Houdini 18.5 has become even more powerful thanks to KineFX. In this session, Mikael will demonstrate some of the new ways you can control your agents. IK-Chains on the fly, blending clips, re-targeting, and all the other good stuff.

Mikael Petterson is currently Head of Simulation at MPC Episodic. He has worked on projects such as Guardians of The Galaxy, The Call of the Wild, Ready Player One and the Oscar winning The Jungle Book. He has been in the visual effects industry for the last 13 years, and worked with everything from commercials to film and episodic. Mikael is also the author of Crowds for Feature Film in Houdini 1-3 and is running the Houdini blog Short & Sweet 3D.

0:00:43 Intro
0:01:42 Motionclip basics
0:13:49 Blending Clips
0:22:29 Agent Promotion
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月28日广播)

感谢KineFX,Houdini 18.5中的人群变得更加强大。在本节中,Mikael将演示一些控制代理的新方法。动态IK链,混合片段,重新定位以及所有其他好东西。

Mikael Petterson目前是MPC Episodic的仿真主管。他曾参与多个项目,例如《银河护卫队》,《狂野的呼唤》,《乐手一号》和获得奥斯卡奖的《丛林书》。在过去的13年中,他一直从事视觉效果行业,从广告到电影和情节片,他的工作领域广泛。 Mikael还是Houdini 1-3中长篇电影人群的作者,并且正在运行Houdini博客Short&Sweet 3D。

0:00:43介绍
0:01:42 Motionclip基础
0:13:49混合剪辑
0:22:29代理商推广

 
 
 

Houdini Engine for UE4 _ Simon Verstraete _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 28, 2020)

With the new release of Houdini 18.5 comes the beta release of the second version of the Unreal Engine 4 plugin. New features include PDG support, Session sync connection and World Composition support. Existing features got improved like better UI, overall performance, faster mesh creation and much more.

Simon Verstraete is a Tech Artist at SideFX that is passionate about building procedural tools and assets. By exploring these procedural techniques, he is able to build 3D models with speed and flexibility. During his studies at Digital Arts and Entertainment, he taught himself Houdini then started working on Indie games such as “Ary and the Secret of Seasons.” by eXiin.

0:01:04 Intro
0:01:30 Desert Scene Demo
0:03:39 Houdini Engine
0:06:46 Plugin V2
0:07:29 New UI
0:08:54 PDG
0:11:27 World Composition
0:16:24 Session Sync
0:23:36 BSP Support
0:25:50 Import BGEO
0:27:20 Blueprint Support
0:29:36 Updated Features
0:30:16 Static Mesh Creation
0:35:01 Instances
0:37:36 Uproperty Overrides
0:40:37 Foliage
0:42:39 Input Menu
0:45:14 Curves
0:46:42 Overview features
0:47:07 Backwards Compatibility
0:48:01 Desert Scene
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月28日广播)

新版的Houdini 18.5附带了第二版虚幻引擎4插件的beta版。新功能包括PDG支持,会话同步连接和World Composition支持。现有功能得到了改进,例如更好的UI,整体性能,更快的网格创建等等。

Simon Verstraete是SideFX的技术艺术家,他对构建程序工具和资产充满热情。通过探索这些过程技术,他能够快速而灵活地构建3D模型。在Digital Arts and Entertainment读书期间,他自学成才,然后开始从事独立游戏,例如“ Ary and Seasons of Secrets”。通过eXiin。

0:01:04简介
0:01:30沙漠场景演示
0:03:39 Houdini引擎
0:06:46插件V2
0:07:29新界面
0:08:54首席执行官
0:11:27世界组成
0:16:24会话同步
0:23:36 BSP支持
0:25:50导入BGEO
0:27:20蓝图支持
0:29:36更新的功能
0:30:16静态网格物体创建
0:35:01实例
0:37:36财产替代
0:40:37叶子
0:42:39输入菜单
0:45:14曲线
0:46:42概述功能
0:47:07向后兼容
0:48:01沙漠场景

 
 
 

Solaris _ Rob Stauffer _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 28, 2020)

Take a bit of a closer look at some of the great new Solaris features such as the render gallery which lets you save and compare different lighting variations. Learn how to quickly switch between different parts of your node graph using insertion points and then use graft branches to grab assets from one shot to be used in another shot as part of a multi shot workflow.

Rob Stauffer is a Senior Production Consultant at SideFX. He has over 20 years experience in computer graphics and visual effects. Rob started his career at Digital Domain and has worked at Sony Imageworks, Weta Digital, Asylum FX and most recently was an FX Supervisor at Rhythm and Hues. He has contributed to the FX of over 20 feature films including, “Lord Of The Rings: The Return of The King”, “Spiderman 2”, “X-Men:First Class”, “The Day After Tomorrow” and “Seventh Son”. Rob joined SideFX in 2013 where he educates new and existing clients on the features of Houdini. Consults with studios on their pipelines and where Houdini may fit in and explores new and future technologies within VFX, Games and Virtual Reality.

00:00:48 Start
00:01:26 Viewport Settings
00:05:00 Context Options
00:08:30 Render Settings
00:12:00 Insertion Points
00:16:00 Light Mixer
00:22:00 Render Gallery
00:24:30 Render Gallery Viewer
00:26:30 CryptoMatte
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月28日广播)

仔细看一下Solaris的一些重要新功能,例如render gallery,它可以保存和比较不同的光照变化。了解如何使用插入点在节点图的不同部分之间快速切换,然后使用嫁接分支从一个镜头中获取资产,以将其用作另一个镜头,作为多镜头工作流程的一部分。

Rob Stauffer是SideFX的高级生产顾问。他在计算机图形和视觉效果方面拥有20多年的经验。 Rob的职业生涯始于Digital Domain,曾在Sony Imageworks,Weta Digital,Asylum FX工作,最近曾在Rhythm和Hues担任FX主管。他为20多部故事片的特效做出了贡献,其中包括《指环王:国王的归来》,《蜘蛛侠2》,《 X战警:头等舱》,《明天之后》和《第七儿子》 ”,罗布(Rob)于2013年加入SideFX,向新老客户介绍Houdini的功能。向工作室咨询他们的产品线,以及Houdini可能适合的工作室,并探索VFX,游戏和虚拟现实中的新技术和未来技术。

00:00:48开始
00:01:26视口设置
00:05:00上下文选项
00:08:30渲染设置
00:12:00插入点
00:16:00混光器
00:22:00渲染库
00:24:30渲染库查看器
00:26:30 CryptoMatte

 
 
 

PDG Shotgun Publisher Tool _ Paul Lemeshko _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 28, 2020)

Learn how to utilize PDG power with Shotgun Publisher Tool to render CG assets with multiple light rigs and publish to Shotgun.

Paul Lemeshko is a Toronto-based FX professional with over 17 years of experience in VFX, Animation and GameDev industries.

0:01:12 Overview
0:03:17 Demo
0:14:47 Node Graph overview
0:15:57 Issues
0:17:42 New PDG features
0:18:07 Adding extra Render Engines
0:18:52 Adding Deadline and Tractor Schedulers
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月28日广播)

了解如何通过Shotgun Publisher工具利用PDG功能来使用多个灯光装备渲染CG资产并发布到Shotgun。

Paul Lemeshko是多伦多的FX专业人士,在视觉特效,动画和GameDev行业拥有超过17年的经验。

0:01:12概述
0:03:17演示
0:14:47节点图概述
0:15:57问题
0:17:42 PDG的新功能
0:18:07添加额外的渲染引擎
0:18:52添加截止日期和拖拉机调度程序

 
 
 

Vellum Cloth _ Andriy Bilichenko _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 29, 2020)

Andriy will talk about my methods of creating the physical properties of various types of fabrics using Houdini Vellum.

Andriy Bilichenko was born in 1974 in the USSR. He now lives in France and is a traditional and digital 2D and 3D artist.

0:00:00 acquaintance
0:02:50 simulation examples
0:03:25 stages of simulation
0:05:09 stage 1 modeling
0:11:22 stage 2 assignment of necessary attributes.
0:15:45 stage 4 simulation
0:21:30 stage 5 modeling after simulation
0:25:21 other examples: leather
0:29:16 other examples: lace fabric
0:34:26 other examples: wool
0:36:33 the simulation of clothing that blow about freely
0:42:11 multi-layered clothing
0:52:53 creating procedural textures in Houdini.
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月29日广播)

Andriy将谈论我使用Houdini Vellum创建各种类型织物的物理特性的方法。

安德里·比利琴科(Andriy Bilichenko)于1974年出生于苏联。他现在居住在法国,是传统的数字2D和3D艺术家。

0:00:00熟识
0:02:50仿真示例
0:03:25模拟阶段
0:05:09第一阶段建模
0:11:22第2阶段分配必要的属性。
0:15:45第4阶段模拟
0:21:30仿真后的第5阶段建模
0:25:21其他示例:皮革
0:29:16其他示例:蕾丝面料
0:34:26其他示例:羊毛
0:36:33模拟服装自由旋转
0:42:11多层服装
0:52:53在Houdini中创建过程纹理。

 
 
 

Top Ten Under-the-Radar Features in H18.5 _ Jeff Wagner _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 29, 2020)
Houdini 18.5 is out and has some nice new features to help TDs and TAs do their day to day work. Join Jeff has he discusses his top ten under-the-radar Features as he takes you on a deep dive into what you can expect from this new release.
Jeff “Old School” Wagner has been a part of the SideFX Software support team from the early days of PRISMS leading up to today’s Houdini. Over the years he has accumulated a vast wealth of knowledge and insight and is regarded by many as a true Houdini Guru.
0:01:24 Introduction
0:02:45 Dopamine Hits
0:03:17 Shelf Pyro Setup
0:08:52 SOP Pyro Setup
0:12:56 Pyro Minimal Solve on GPU
0:14:36 Add VDB Collider nanoVDB
0:17:34 Vellum Brush on Tets
0:21:39 Vellum Workflow Examples
0:23:38 Network J key to wire nodes
0:24:36 Network Editor Radial Menus
0:24:40 Radial Menu Script Editor
0:26:33 Release Support Content Library
0:27:53 Python 3.7.4 Support
0:29:19 Content Library KineFX Antennae Vellum Setup
0:31:49 New Lighting Preferences
0:33:40 SideFX Labs
0:34:28 New HDA Workflows: Versioning Made Easy
0:36:07 Labs File > Crash Recovery Feature
0:36:18 Nod to Solaris Render Delegate Crashe Recovery
0:36:49 Labs Ruler Tool using Drawables
0:37:16 Viewport Fog Feature
0:43:18 Viewport State Tools
0:44:15 Handle State Tools
0:44:22 PolyBevel Viewport State, Drawable and Handles
0:45:44 Labs Box Cutter Viewport State, Drawable and Handles
0:48:04 Viewer State Browser Pane
0:48:12 Viewer Handle Browser Pane
0:49:34 Viewer Handle Shipping Examples
0:51:48 Advanced Drawables: Halo around viewport objects
0:52:39 Modeling and Geometry – New SOP Foucs
0:53:47 New Attribute Adjust Integer, Float and Vector SOPs
0:54:12 Tour of the confusion that is working with attributes
0:59:06 The Attribute world made right with Attribute Adjust type SOPs
1:03:40 Compile SOPs Added List
1:03:53 VEX Array Support in Wrangle LOPs/VOPs
1:04:10 USD Dynamic Payloads
1:04:38 Husk Command Line Rendering
1:04:59 KineFX – Foundations of SOP Rigging
1:05:11 PDG Features
1:05:28 PDG Partition Attribute Improvements
1:05:35 Web Server Module
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月29日广播)
Houdini 18.5已发布,并具有一些不错的新功能来帮助TD和TA进行日常工作。加入Jeff时,他将带您深入了解雷达十大功能,并带您深入了解此新版本的期望。
从PRISMS成立初期到今天的Houdini,Jeff“ Old School” Wagner一直是SideFX软件支持团队的成员。多年来,他积累了丰富的知识和见识,并被许多人视为真正的Houdini Guru。
0:01:24简介
0:02:45多巴胺命中
0:03:17架子热风设置
0:08:52 SOP热像仪设置
0:12:56 Pyro在GPU上的最小求解
0:14:36添加VDB对撞机nanoVDB
0:17:34薄纱上的牛皮纸刷
0:21:39 Vellum工作流程示例
0:23:38网络J线节点
0:24:36网络编辑器径向菜单
0:24:40径向菜单脚本编辑器
0:26:33发布支持内容库
0:27:53 Python 3.7.4支持
0:29:19内容库KineFX天线Vellum设置
0:31:49新的照明首选项
0:33:40 SideFX实验室
0:34:28新的HDA工作流程:简化版本控制
0:36:07实验室文件>故障恢复功能
0:36:18点头向Solaris Render委托Crashe Recovery
0:36:49使用可绘制对象的实验室标尺工具
0:37:16视口雾功能
0:43:18视口状态工具
0:44:15处理状态工具
0:44:22 PolyBevel视口状态,可绘制和手柄
0:45:44实验室切纸器视口状态,可绘制和处理
0:48:04查看器状态浏览器窗格
0:48:12查看器句柄浏览器窗格
0:49:34查看器句柄运送示例
0:51:48高级可绘制对象:视口对象周围的光晕
0:52:39建模和几何-新的SOP焦点
0:53:47新属性调整整数,浮点和向量SOP
0:54:12浏览使用属性的困惑
0:59:06通过“属性调整”类型SOP正确地实现了“属性”世界
1:03:40编译SOP添加列表
1:03:53 Wrangle LOP / VOP中的VEX阵列支持
1:04:10 USD动态有效负载
1:04:38记住命令行渲染
1:04:59 KineFX-SOP索具的基础
1:05:11 PDG功能
1:05:28 PDG分区属性改进
1:05:35 Web服务器模块

 
 
 

Animation Cleanup Tools KineFX _ Mihnea Stoica _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 29, 2020)

In this session, we will go through the tool set designed for animation clean up in the new KineFX toolset. We will go through the basics on how these tools work and then show a few interesting set ups with them. The tools that we will be covering today are: realistic shoulder, joint stabilization and collision, reverse foot set up and terrain adaptation.

Mihnea Stoica started his journey down the CG path roughly over 4 years ago when he decided to enroll at Breda University of Applied Sciences in Breda, Netherlands. He worked hard the first three years and this secured an internship with the SideFX GameDev team in Santa Monica, California where he started working with KineFX. After a successful internship he has started working with SideFX as a contractor character TD.

00:01:19 Overview
00:02:30 Realistic Shoulder Node
00:02:25 Reverse Foot Node
00:16:23 Stabilize Joint Node
00:29:59 Adapt to Terrain Node:
00:40:24 Collide Geometry Node:
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月29日广播)

在本节中,我们将介绍新的KineFX工具集中用于动画清理的工具集。我们将介绍这些工具的工作原理,然后展示一些有趣的设置。我们今天将介绍的工具包括:逼真的肩部,关节稳定和碰撞,后脚倒立和地形适应。

Mihnea Stoica大约4年前开始他的CG旅程,当时他决定就读于荷兰布雷达的布雷达应用科学大学。他在前三年努力工作,并在加利福尼亚州圣莫尼卡的SideFX GameDev团队获得了实习机会,并开始在KineFX工作。在成功的实习之后,他开始与SideFX合作,担任承包商角色TD。

00:01:19概述
00:02:30现实的肩节点
00:02:25倒脚节点
00:16:23稳定关节节点
00:29:59适应地形节点:
00:40:24碰撞几何节点:

 
 
 

Retargeting Animation using KineFX _ Bogdan Zykov _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 29, 2020)

You will learn how to retarget mocap clips using the new KineFX tools, onto your classic OBJ character rig. Along the way, we will look at how to correct the retargeted character and address issues like interpenetrating geometry, skin weights – and more.

Bogdan Zykov is a classically trained artist (Master’s degree from Cherkasy State University) and made the switch to computer graphics, when he started working as a concept artist. He later switched to 3D modeling and focused on sculpting in ZBrush. Currently, he is a CG generalist in the gaming company, BidOn Games Studio. Nowadays, what he is most intrigued and focused on, is the area of automation in character creation in Houdini and welding parts of that pipeline together with Python.

00:02:15 Intro
00:02:16 retarget animation
00:12:36 editing animation
00:17:21 anatomy correction
00:23:36 geometry replacement
00:27:35 conclusion
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月29日广播)

您将学习如何使用新的KineFX工具将Mocap剪辑重新定位到经典OBJ角色装备上。在此过程中,我们将研究如何纠正重定目标的字符并解决诸如互穿几何体,蒙皮权重等问题。

Bogdan Zykov是一位受过经典训练的艺术家(拥有切尔卡瑟州立大学的硕士学位),并在开始从事概念艺术家的工作时转向了计算机图形学。随后,他转而使用3D建模,并专注于在ZBrush中进行雕刻。目前,他是BidOn Games Studio游戏公司的CG专员。如今,他最吸引和关注的是Houdini中角色创建的自动化领域,以及与Python一起焊接该管道的各个部分。

00:02:15简介
00:02:16重新定位动画
00:12:36编辑动画
00:17:21解剖矫正
00:23:36更换几何
00:27:35结论

 
 
 

Chain SOP _ Adam Swaab _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 29, 2020)

The new Chain SOP in Houdini 18.5 has a lot of great features for spacing items along a curve. But what do you do with that geometry after layout? What are good practices for bringing it into a simulation environment, for maximum creativity and efficiency? Adam is going to do a walk-through of the chain SOP and then show how it was leveraged to create one of his motion graphics pieces.

Adam Swaab is a designer and fx artist, primarily working in motion graphics. In his long career, he’s worked on all manner of projects – commercials, films, television packages, and concert visuals. He believes in harnessing the procedural nature of Houdini, as well as its world class simulation environments, to create stunning designs and animations that exist outside the world of traditional vfx.
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月29日广播)

Houdini 18.5中新的Chain SOP具有许多出色的功能,可以沿曲线间隔项目。但是,布局后如何处理该几何?有什么好的做法可以将其带入仿真环境,以实现最大的创造力和效率?亚当将对链SOP进行遍历,然后展示如何利用它来创建他的运动图形片段之一。

亚当·斯瓦布(Adam Swaab)是一名设计师和fx艺术家,主要从事动态图形工作。在他漫长的职业生涯中,他从事过各种项目的工作-广告,电影,电视节目包装和音乐会视觉效果。他坚信可以利用Houdini的程序性及其世界一流的模拟环境,来创建在传统vfx世界之外存在的惊人设计和动画。

 
 
 

KineFX for Games _ Luiz Kruel _ Houdini 18.5 HIVE

From the Houdini 18.5 HIVE (Originally broadcast October 29, 2020)

Luiz will explore how the new KineFX character tools in Houdini can be used in support of gamedev projects. He will talk about the motion editing and retargeting tools and how they can be used to refine your motion libraries.

Luiz Kruel is a Sr. Technical Artist formerly from SideFX. With a decade of production experience in games, he has worked on several of the largest franchises in the industry, including Halo, Call of Duty, Doom, Madden and Just Cause. He was part of the SideFX games team and was responsible for developing tools to bridge the gap between Houdini and Game Engines.
谷歌翻译:
来自Houdini 18.5 HIVE(最初于2020年10月29日广播)

Luiz将探讨Houdini中新的KineFX角色工具如何用于支持gamedev项目。他将讨论运动编辑和重定向工具以及如何将其用于完善运动库。

路易斯·克鲁尔(Luiz Kruel)是SideFX的高级技术美术师。凭借十年的游戏生产经验,他曾在行业中几个最大的特许经营权中工作,包括Halo,使命召唤,Doom,Madden和Just Cause。他是SideFX游戏团队的一员,负责开发工具以弥合Houdini和Game Engines之间的鸿沟。

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