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TOTAL DURATION: 5h 33m 57s
Houdini 19.5 focuses on improving the quality of life for artists throughout the Houdini community. Explore a wide range of topics designed to introduce the latest tools and techniques.
Learn about new features in the Vellum solver for Houdini 19.5, with a focus on improvements for tetrahedral stretch constraints and simulating rigid bodies with grains. We'll also explore a few lesser known attributes for Vellum fluid simulations, the new Vellum Attach Constraints SOP, and even a couple of "stupid Vellum tricks".
Houdini 19.5 brings the addition of four new brushes to your layout toolkit within LOPs. There are also some welcome small, but vital options available in the Layout Asset Gallery that will allow you to better organize and archive all your assets for future use - with ease! And yeah and we can render-region in LOPs viewport too now. Let's take a look!
Flip through some less obvious workflows and interactions that have emerged in KineFX since it was first introduced. Mihnea will showcase bits the he got out of the KineFX cellar and promises that no matter the level, there will something new for you. Warning: terms such as "point cloud, transformation matrix and caching" will make an appearance.
MNFST, a London-based design and motion graphics studio will talk about their obsession with FLIPs, experience working with Houdini's new SOP FLIP solver, their attempts to crash XPU Karma with 'refraction-on-refraction action' and how it all fits into the realities of a design studio. It will be pretty much an opposite of a masterclass so expect a collection of real-live scenarios, walkarounds, some tips and tricks - all served with a heavy dose of FLIPs.
Attila will be demonstrating a step by step thought process of improving upon small scale fire element looks to achieve more realism.
Overview of the new SOP based FLIP workflow. What are the new nodes and how to use them. We will also give a brief description of new pressure sources and boundary conditions.
Let's go on a quest to gather XP and level Up. In this talk I'll be discussing how I rendered SESI snacks in Karma XPU and all of the tips and tricks I picked up along the way.
After almost three years, it was time to clean up SideFX's USD bar scene released for H18 and see it in a new light. We wanted to modernize the assets and the scene graph structure for that environment using PDG, Solaris, and the Component Builder. This demo focuses on how we were able to sort, fix, reprocess, convert, standardize and export the models and textures of the original project to match something you would use in a studio.
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