Pyro III – Large Explosion

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[FXGEAR] Pyro III – Large Explosion introduce

Taking Pyro to the next level is a difficult task which requires a deep understanding of Houdini tools, artistic sophistication, and intentional decisions which aid in time management. This course is the accumulation of 6 months of research and features methods that you won’t find anywhere else. The goal of this project-based course is to examine real-world reference, study its behavior, and replicate what we see through a wide variety of techniques. By the end, you’ll have the tools and methods which unlock just about any professional grade pyro effect.

This course will render with both Karma & Redshift. The Sparse and Axiom pyro solvers are primarily used throughout the course. You do not need Axiom or Redshift to follow along.

[FXGEAR] Pyro III – Large Explosion

01-Intro, Reference, Missile Simulations, Pros & Cons
01-Introduction
02-Examining Reference
03-Examining Reference Pt 2
04-Project Outline and Prep Work
05-Scene Prep Work
06-Missile Simulation Pt 1
07-Missile Simulation Pt 2
08-Start Frame Solver
09-Solver Pros & Cons Pt 1
10-Solver Pros & Cons Pt 2

02-Ground Density Simulation
01-Ground Sourcing
02-Density Particles
03-Density Source Rasterization
04-Density Source Particle Velocity
05-Density Source Solve
06-Volume Collisions Source Refinement

03-Combustion
01-Examining Reference Combustion
02-Building Combustion Source
03-Rasterizing Combustion Source
04-Simulating Combustion
05-Combustion Velocity
06-Velocity Limitations
07-Prepping The Sparse Solver
08-Improving Impact
09-Generating Swirl Velocity
10-CFL Condition & Substeps
11-Hacking The Pyro Solver
12-Breaking Up Primary Shapes

04-Vorticles & Microsolvers
01-Vorticle Strategies
02-Interior Vorticles Strategies
03-Interior Vorticle Settings
04-Exterior Vorticle Strategies
05-Exterior Vorticle Settings
06-Custom Wind Microsolvers
07-Applying Disturbance

05-Spikey Pyro
01-Spikes-n-Shrooms
02-Trailing A Path
03-Spikes N Particles
04-Spikey Animation Part I
05-Spikey Animation Part II

06-Shockwaves and Debris
01-Shockwaves Part I
02-Shockwaves Part II
03-Debris Part I
04-Debris Part II
05-Falling Debris

07-Rest Fields and Rendering Tips
01-Comparing Render Engines
02-Rendering Hacks Part I
03-Understanding Rest Fields Part I
04-Understanding Rest Fields Part II
05-How to Create Rest Fields in DOPs
06-Optimizing Cached Fields
07-Applying the Rest Noise
08-Scattering And Sharpening

08-Rendering With Redshift and Karma
01-Shading with Redshift
02-Getting Started with Karma
03-Integrating ACES
04-Shading with Karma Part I
05-Shading with Karma Part II
06-Improving Combustion Shading
07-Lighting for Pyro Part I
08-Lighting for Pyro Part II
09-Lighting for Pyro Part III
10-Shading for XPU
11-XPU Problems and Karma Settings
12-Optimizing Karma

09-Compositing
01-Compositing Explosions Part I
02-Compositing Explosions Part II

10-Adressing Notes and Improvements
01-Analyzing Reference and Final Improvements
02-Addressing Nodes and Organization
03-Troubleshooting Debris
04-Debris, Motion Blur, and Sourcing Color
05-Shading Color Fields with Karma
06-Camera Shake and Camera Motion Blur
07-Rendering Ground Shadows
08-Addressing Multiple Explosions
09-Final Render & Concluding Thoughts

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