Houdini灯光渲染教程|FXPHD – HOU208: Mastering Lighting and Rendering

Houdini灯光渲染教程|FXPHD – HOU208: Mastering Lighting and Rendering

Houdini灯光渲染教程,后期在Nuke中合成处理

将你的FX能力提升到下一个水平的最佳方法之一是掌握Mantra Houdini的渲染引擎和业界最好的渲染解决方案之一。熟悉Mantra可以让你呈现电影中对胡迪尼艺术家最难的效果,也可以使用灯光语言,将你的效果和镜头与最终合成无缝地结合起来。

本课程将指导学生在探索胡迪尼相机和照明的过程中完成渲染的基础知识。接下来将探讨三个以FX为中心的外观开发任务,为渲染打下坚实的基础。这些例子将模拟在职FX lookdev,这将传授剖析外观的经验,并提供一些工作室准备好的FX解决方案。它们将增加复杂性,涵盖所有照明渲染和合成场景。

Andrew Lowell是Houdini FX艺术家,曾在多个国家和工作室拍摄过多部电影。他是一名永久的通才,他的背景包括音乐、混合合成和视频编辑,以及vfx业务中的所有通才技能;总是承担生产中最难和最奇怪的FX任务。他还是一位经验丰富的胡迪尼教育家和作家,并开发了许多不同的方法,以有效地向学生和专业人士教授胡迪尼。

class syllabus

课程详细目录:

Class 1: Mantra basics. This class will go through some of the basics. Software basics such as how to set up cameras lights and renders within Houdini will be covered as well as workflow and aesthetic basics such as the needs for various shots and working methods and when to make the call as a Houdini FX artist to render your own elements.
Class 2: All about motion blur and cameras. Here motion blur will be covered in depth. Motion blur is one of the most sensitive issues of a rendering workflow. It has to be both correct and unnoticeable; sometimes even tricked. Here we go through various motion blur practices gathered from different production and technical scenarios.
Class 3: Lighting in FX. Lighting is the key to any good looking element and render. This class explores lighting types shadow types and the various applications and techniques to use them.
Class 4: Project 1 Sparks. Having great looking sparks can complement any destruction task. Here we construct a spark system similar to the one made in Transformers 3. This will address issues such as how to render in-scene motion blur and particle rendering.
Class 5: Project 1 Sparks Continued. This class produces the rendered results of our spark system from the previous class as well as dives into final compositing and rendering FX interaction lighting passes.
Class 6: Project 2 Dust and Smoke rendering. Rendering dust is one of the most common tasks a Houdini FX artist will undertake. Here we work on constructing a simple dust shader and rgb lighting as well as passing aov (arbitrary output variables) layers to compositing.
Class 7: Project 2 Dust and Smoke Rendering continued. This class produces the final dust renders and explore Mantras delayed load and point instancing functionality which can drastically improve any rendering tasks efficiency.
Class 8: Project 3 Magical Effects and Compositing Integration part 1. This three part project involves ground-up look development of a tesla coil. Often Houdini artists are tasked with creating effects such as lighting magical beams or various other kinds of abstract look development which blur the lines between the various elements of geometry animation lighting rendering and compositing. We explore how to approach and set up these tasks in an organized way and start on the geometry and animation components.
Class 9: Project 3 Magical Effects and Compositing Integration part 2. Here the class explores rendering techniques and passing various geometry attributes to final renders and compositing.
Class 10: Project 3 Magical Effects and Compositing Integration part 3. We go through final deep compositing integration as well as various specialty lighting techniques such as geometry lighting to match our look both in 3D and in Compositing.

课程1:基础。这门课将学习一些基础知识。软件基础知识,如如何设置相机灯光和在胡迪尼渲染将被涵盖,以及工作流程和美学基础,如各种拍摄和工作方法的需要,以及何时作为胡迪尼外汇艺术家打电话来渲染自己的元素。

课程2:所有关于运动模糊和相机的内容。在这里,运动模糊将被深度覆盖。运动模糊是渲染工作流中最敏感的问题之一。它必须是正确的和不明显的;有时甚至是欺骗。这里我们将介绍从不同的生产和技术场景中收集到的各种运动模糊实践。

课程3:外汇照明。灯光是任何好看的元素和渲染的关键。本课程探讨照明类型、阴影类型以及使用它们的各种应用程序和技术。

课程4:项目1火花。拥有好看的火花可以补充任何破坏任务。在这里,我们构建了一个类似于变压器3制造的火花系统。这将解决诸如如何在场景中渲染运动模糊和粒子渲染等问题。

课程5:项目1火花继续。这个类产生上一个类中火花系统的渲染结果,并深入到最终合成和渲染效果交互照明过程中。

课程6:项目2除尘和排烟。渲染灰尘是霍迪尼外汇艺术家将承担的最常见任务之一。在这里,我们致力于构建一个简单的灰尘着色和RGB照明,以及传递AOV(任意输出变量)层到合成。

课程7:项目2粉尘和烟雾渲染继续。这个类产生最终的灰尘渲染,并探索咒语延迟加载和点实例功能,这可以大大提高任何渲染任务的效率。

课程8:项目3魔法效果与合成集成第1部分。这个由三部分组成的项目涉及特斯拉线圈的接地查找开发。通常,胡迪尼艺术家的任务是创造效果,如照明魔法光束或各种其他抽象的外观开发,模糊了几何动画灯光渲染和合成的各种元素之间的线条。我们将探讨如何以有组织的方式处理和设置这些任务,并从几何图形和动画组件开始。

课程9:项目3魔法效果和合成集成第2部分。在这里,该类将探讨渲染技术,并将各种几何属性传递给最终的渲染和合成。

课程10:项目3魔法效果和合成集成第3部分。我们将进行最终的深度合成集成以及各种特殊的照明技术,如几何照明,以匹配我们在3D和合成中的外观。

官网:https://www.fxphd.com/fxphd/courseDetails.php?idCourse=395

发表回复

后才能评论