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Length: 8 Weeks
Lectures: Recorded and sent individually
Assignment: Deadlines each week
Feedback: Individually recorded
Live Q&As: Once a week
Intro to FX in Houdini is the perfect course for anyone wanting to jump head first into the world of VFX.
From This course will give you an intro into almost every aspect of fx used in a professional pipeline.
Saber Jlassi is currently a Senior Technical director at Blizzard Animation in Irvine, California.
CGWorkshops is lucky enough to have Saber teach this fully mentored Houdini training course.
Saber will cover a variety of material and get into many technical low level concepts such as the maths, geometry and trigonometry involved in gaining complete control over an effect.
When it comes to making great FX, there aren't any pushbutton solutions. This course helps to lay that groundwork to understand what is going on under the 'hood'. Saber will take you step-by-step through the construction using production techniques in Houdini right from looking at the UI and procedural modeling in Week 1, and eventually on to particles, rigid bodies, fluids and lighting. You will cover methods that give complete control when you're creating various fx, particles, rigid bodies, fluids, as well as procedural modeling and rendering, to name a few.
Finally, you'll bring in the various elements you have created together in one final scene.
Don't miss the chance to learn from one of the industry's most experienced Houdini professionals.
CGMA policy states that all students will have access to classroom content for the duration of the class plus 4 weeks to review content. After this time is up classroom content will no longer be available.
For those classes with live Q&As, Q&A recordings as well as feedback recordings will be available for up to 6 months after the class is complete.
CGMA policy allows students to miss up to 2 assignments per class before they become ineligible to receive their Certificate of Completion.
In this first week we will learn the basics of Houdini and it's procedural workflow, we will compare it to other 3d packages like maya and 3dsmax, and at the end we will start creating some simple geometry. The goal of this week is to understand the Houdini interface and the concept of proceduralism and get comfortable with it.
In this week we will refresh some math knowledge which will be the foundation for a lot of advanced fx that we will create later. We are going to dive more into proceduralism and point data manipulation in Houdini, we will create a pillar and a cathedral interior scene, all procedurally to learn the various aspects of geometry manipulation in Houdini.
In this week we will start playing with particles in Houdini, and how to create custom forces to manipulate the particle motion. We will setup a variety of fx layers and try out different emission techniques and learn how to break down a complex fx intro manageable particle sims. At the end we will take a look at the sop solver and see how we can create interaction between particles and geometry.
In this week we will look at shading and rendering in Mantra the various particle simulations that we did in previous weeks. We will learn how to break down a complex effect into several render passes while thinking about the compositing process and how things will be combined together. We will also learn how to read point attributes from the geometry to drive shader parameters.
In this week we will take a look at how to prep geometry for destruction and some good practice. We will then learn how the RBD system and glue constraint works in Houdini and for that we will be using the cathedral interior that we've created in previous weeks and destroying part of it. We will also learn how to create good collision geometry and how to deal with concave geometry.
In this week we will get introduced to flip fluid simulation in Houdini. We will start off by creating a malestorm setup in flip then we will move on to a more advanced example where we will flood part of the cathedral and have the water simulation interact with our rigid body simulation. At the end we will look at the whitewater solver and how to create foam in Houdini.
In this week we will learn more about lighting and shading in Mantra and we will setup shaders for the various simulations that we've created, water, foam, RBD and the cathedral. We will light the cathedral and setup the various render passes in a way that will give us the most flexibility when comping the shot.
In this week we will look at volumes in Houdini, we will start off with an in depth look at VDB volumes and how to procedurally model various volumetric fx. Then we will take a look at the smoke solver and learn how to source volume and how to setup good collision geometry. At the end we will take a look at volume rendering in Mantra and how to setup the various render passes.
There is an expectation that each student have a working knowledge of another 3d software package. Typically, Houdini has a steep learning curve and this class isdesigned to be fairly technical and students who do not have an understanding of general 3d concepts can quickly fall behind. Even though the course says it's fundamental, the instructor will be touching on a variety of advanced subjects starting from the second week.
Houdini's Apprentice education edition software is available as a free download, and is all you will need to take this workshop.