cmiVFX Houdini Fractals Clouds and Terrains
cmiVFX Houdini Fractals Clouds and Terrains | 608 MB
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Introducing Fractal Networks
In this chapter we will navigate through core VEX nodes and network workflows to create basic fractal images and animations, building up a ground knowledge for mastering fractal color extraction and animation. We then set rules for interaction between external images and your fractals.
One of the first areas that fractals were used was on creating digital terrains. In this section, well look from start to finish how to build a node system that provide us the power to create interesting and unique terrains with VEX, how to control them and also how to comprehend the idea behind a multi fractal terrain.
For Loop VEX Node
One of the greatest nodes in VEX is the for loop node, it allows you to repeat the same sequence of code many times. however it has a very specific condition it needs to meet to work properly. Continuing with the effort to evolve the fractal system , we will delve into how to take advantage of the for loop to implement richness and a more natural look. Along side the for loop, we will introduce a method to securely change the input parameters of the network.
Multi Fractal Workflow
Once we understand what is behind a good fractal system, its time to start bringing to life a complete multi fractal OTL. In this section well cover every information you need to achieve a great , clean and efficient system.
Introducing Volumetric Networks
Working with volumetric nodes in Houdini is a delicate thing. It can be an intensive process if you dont handle it right. Our goal here is to present the viewer with a unique way to manage the intricate details within the volumetric process. How to properly set your scene to receive volumetric elements, how to render them, shade, understand definitions and set specific rules to achieve a believable result.
Custom Volumetric Displacement
In this chapter we will introduce the epicenter of our product. Combining all the knowledge we acquired until here to build our own custom volumetric displacements. We will use a simple system to create a pyroclastic cloud to understand the technique behind control vectors and how they can help us to properly add displacements.
Object Volumetric Setup
One of the most required option in a good volumetric system is the ability to apply it to any kind of source object. This can be extremely helpful to draw unique designs and to style clouds in any way we desire. Here we will explain extensively all the necessary steps to accomplish ultimate control on where your volumes will be applied. The only limit is your imagination!
Cloud Systems Workflow
Everything we have learned so far culminates in this outstanding Cloud System workflow. Utilizing our custom multi fractal OTL and all the knowledge acquired through all the lessons, we will demonstrate how you can create unbelievable natural cloud effect and how to control it in any form your production demands, thus optimizing visibility and rendering to have a great viewport feedback together with great rendering results.
About The Author
Andreu Lucio is a spanish cg professional with more than 10 years experience and is 32 years old. After studying visual communication, he started working in international cartoon series in 1999, The triplets, Juanito Jones and Tom as a Cg Artist for a company called Cromosoma. He become the Lead Cg Artist so learned a lot about light, colors, compositing, fx and how important they are for improving the final result. During his carrier working in some of the top spanish studios he has deeply use softwares like 3d Max, Maya, Houdini, Modo, Combustion, Nuke. Stuff like dynamics, expressions, maya mel and python had been present almost always in his long r&d sessions. Never stopped learning neither working so how to fit developed techniques in the real production its been the key goal for him. For the last 3 years he is working in Torsion Animation, a small Houdini based studio that has co founded, creating motion graphics and visual fx for commercials. The studio is really small, so it has to use his skills from modeling to compositing and Houdini?s power in order to get the job finished within the tight deadlines and the high quality demanded.
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