In this lesson we will learn how to take an image map, in this case DTED data, and using VOPSOPs create a displacement using luminance. This will create our terrain. Once the terrain is created will will learn how to calculate the curvature, slope, and peaks of the terrain. These values will be stored in attributes. Finally we will use these attributes to determine where to place grass and snow.
Wire solvers are the focus this week. Wire solvers are great to control deformable structures such as trees falling with deformation. We will learn the solver by doing a couple of projects including the classic “jellyfish tentacles” effect.
Scenes files to accompany this lesson can be found here: http://bit.ly/1ktiTCU
This module focuses on Rigid Body Dynamics. We will first explore the shelf tools which are a great way to quickly set up a dynamic simulation. We will then get a good understanding what is happening in the simulation at the dynamics and geometry level. We will then look at a couple of simple approaches to geometry destruction.
This week covers the basics of Dynamics. We will cover simple “art directed” motion based on dynamics. We will be looking at the Details view to understand the theory behind dynamics and in future weeks look at practical examples.
You can get scene files here: http://bit.ly/18lPI1U
An introductory workshop on using noise to artistically direct your scene. While the course starts at an introductory level later topics will need an intermediate knowledge of Houdini. Topics covered include what is the difference between random and noise functions. Creating a drunken walk algorithm. Contiguous and non-contiguous noise, the different types of noise functions in Houdini, and how to shape noise. We will then discuss a workflow to displace geometry in VOPSOPs using noise functions in Houdini. Once the workflow is understood we will translate the same workflow into creating materials and finally volumes.