Introduction to Dynamics in Houdini
Pluralsight
Course Summary
Learn a flexible workflow to creating realistic dynamic simulations and particle effects with time-saving techniques and practical projects. Software required: Houdini 9.
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Course Description
Learn a flexible workflow to creating realistic dynamic simulations and particle effects with time-saving techniques and practical projects. Contains four hours of project-driven training for artists learning particle and dynamics tools in Houdini. Popular highlights include: Particle Simulation and Events; Particle Rendering; Rigid Body Dynamics; Paint-based Geometry Shatter; Rigid Body Fractures; Dynamics CHOPs; Particle-based Fluids; Fluid Emission and Interaction; Animated Sprites; Cloth Basics; Cloth Parameters; Fur and Guide Attributes; Wire Dynamics; Wire-driven Geometry; Groups and Partitions; Forces and Expressions. Software required: Houdini 9.
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Course Syllabus
Introduction and Project Overview- 1m 15s
—Introduction and Project Overview 1m 15sIntroduction to Dynamics in Houdini- 3h 41m
—Anatomy of a Particle Simulation 4m 30s
—Emission from a Location 5m 47s
—Emission from Geometry 5m 25s
—Emitting Particles Along Surface Normal Direction 5m 11s
—Animating Emitters to Affect Particle Flow 7m 7s
—Driving Particles with Forces 5m 15s
—Increasing Particle Emission 2m 53s
—Colliding Particles with Objects 5m 28s
—Building a Quick Pinwheel Firecracker 5m 21s
—Using Events to Split Sparks on Collision 6m 1s
—Collecting Particle Streams 9m 7s
—Using the Render POP 6m 5s
—Particle Sequences and Motion Blur 8m 11s
—Setting up Particles as Sprites 5m 52s
—Animating Sprites with Expressions 6m 21s
—Creating Animation on the Sprites 9m 5s
—Using VEX Builder for Mantra-ready Sprites 6m 17s
—Introducing Rigid Body Dynamics 5m 11s
—Many Rigid Bodies by RBD Point Object 5m 8s
—Making Initial States for RBD Simulations 3m 12s
—Creating Dynamic Shards via Color-based Groups (Part 1) 6m 27s
—Creating Dynamic Shards via Color-based Groups (Part 2) 5m 25s
—Rigid Body Constraints 9m 56s
—Introduction to Particle-based Fluids 8m 31s
—Particle-based Fluid Emission 8m 50s
—Making Cloth Objects 5m 43s
—Cloth Properties - Density, Resistances, and Resolution 7m 51s
—Dealing with Cloth Collisions 8m 7s
—Making Wire Simulations 7m 18s
—Using the Fur SOP with Wires 4m 4s
—Guide Attributes in the Fur SOP 6m 1s
—Wire-based Geometry 5m 7s
—Deforming Geometry with Wires 6m 10s
—Wires and Cloth 6m 9s
—Using Impact Data with CHOPs 7m 57s