
In this lecture, we will start creating all the geometry and grouping we need to turn this geo into a Dynamic Vellum object for simulation.
In this lecture, we will turn our initial geometry into a Vellum system, using all the grouping we setup in the previous lecture to be able to create different types of constraints very easily.
In this lecture, we will start to setup basic shaders and lighting to be able to render our Vellum sim. We will also see a fast trick to swap out the "lights" geometry with spheres without needing to re-sim.
In this lecture, we will cover some very powerful ways to automate values in attributes that can be used to modify the color and intensity of your lights by using the glue constraints to drive these attributes procedurally so you don't have to set any keyframes.!
In this lecture, we will see how you can create a custom ID attribute to be able to create stable velocity for geometry with a changing point count. We will also see how to use the Rivet in Houdini to be able to parent real lights to our simulated boxes, which gives you an alternative option to using geometry lights at render time.
In this lecture, we will see how we can use our sim data to emit lightning energy effects. We will creatively control the emission of this lightning using a variety of tricks that makes this all "automatic" and procedural so you don't have to set keyframes manually, one of the most powerful features of Houdini.
In this lecture, we will put the final touches on our setup for shading and lighting to get a more interesting render with our lightning. We will use an Alpha value to fade the ends of the lightning energy and show ways to make each lightning bolt use the color of the light geo that emits it to tie the effect into the Vellum sim geometry.
In this lecture, I will show you how you can quickly add in an extra layer of Energy effects to the light geometry once it is blowing along the ground. It is very common in production to have to add something fast if the clients change their minds or want extra elements, and this is a very useful skill to have. We will also add a few more shaders to enhance the overall render.
This is the final video in the lecture and is just some closing remarks.
Hello potential students.! This course is going to go over many concepts and techniques of working with Houdini Vellum to create a small FX shot. We will cover many tricks that are used all the time in production to get fine control over your Vellum setup, including ways to pin vellum objects together to create an interactive system of multiple vellum objects.
We will go over various constraint types and methods to use geometry grouping to simplify the constraint creation process, and creative ways to not only break constraints, but how to use those broken constraints to procedurally drive other attributes that can be used during the shader setup and rendering of your vellum setup to create a much more interesting render.
We will see how you can use vellum constraints to create a dynamic wire type of object with objects that stick to it, until you want them to break free and detach. These connected objects will be controlled by other constraints to make them behave as rigid bodies on a deforming wire. Once we have this Vellum system the way we like it, we will go over other tricks to create procedurally generated electrical energy bolts, Something that is much more common to do in post production than you might think.! Every FX artist should know how to create an effect like this, it comes up all the time in a professional production environment.
Once we have this all done, we will check out some rendering options, and even how to quickly add an extra layer of FX elements to the setup, another thing that is very common to have to do when addressing client notes or requests on a tight production deadline and a very useful skill to have as a working FX artist.
This course is intended for individuals that have some level of familiarity with Houdini. You should know at least the very basics, such as creating nodes and how to create a basic node network, how to set keyframes and diving in and out of networks. I will not be explaining the most basic concepts in this course, since you should know these things if signing up for this course. If you took my first Houdini course, Master Houdini FX, you will have everything and more than you need to know to be able to take this course. If you have been using Houdini for a few months, you will more than likely have enough of a foundation with the software to be able to take this course. If at anytime while watching this course you have any questions, don't hesitate to ask. You can post questions through the Q&A or use the messaging system to ask me directly.
This course will have a number of examples using VEX and wrangle nodes. Many artist try to avoid VEX, but you should NOT be afraid of VEX, it is extremely powerful and it will be made clear how and why it is so powerful in this course. Every professional working FX artist ( that uses Houdini ) should know how to use VEX, even if just at the basic level. If you do not wish to create setups that use VEX, you will still be required to know some VEX when working at a post production company since other artists, including FX leads will use VEX in their setups, and there will be many times that you will have to use a Rig setup by an FX lead or take over someone else's scene file to finish the shot or address client notes if another artist is out for the day or has been released from the project.
Like most of my Houdini lectures, I will show you multiple ways of achieving the same end result for certain things in this course, so I will show alternatives to using VEX in some instances to not only show you that there are multiple ways of doing the "same thing" in Houdini, but to also show how many things are easier and faster to create with VEX compared to the Non VEX approach.
Every lecture will have a downloadable Houdini HIP file ( except the final closing lecture ) that is a working version of the rig up to that point in the lecture. You should make sure you download these to have on your local computer. They are invaluable when trying to troubleshoot if you are not getting the same results that you see on screen when you are recreating the setup on your own. You can use these to cross reference what you have done and double check your work to make sure you are accurately re creating the file.
There will also be downloadable PDF files that are a summary of the videos. They are not intended to be a substitute for watching the lectures, but can be used more of a quick reference after you have watched the lecture, to go back and see the most important parts of a lecture if you need a refresher.