
Duration 29h Project Files Included MP4
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Title: DoubleJump Academy – Mastering Ocean Simulations In Houdini Week 1-4
Info:
Ocean simulations are incredibly complex and technical tasks which require years of trial and error, thousands of hours of simulations, and more than a few pints of rum to master.
If only there was a vessel to glide along the meshed surface, avoid the maelstroms of FLIP hell, and create believable simulations that evoke the smell of salty air and the sounds of seagulls in the distance…Arrrr, Maties!
There be such a ship!
Grab your gear and come aboard! Your Captain is none other than the infamous, VES Award Winning artist (Shōgun), Dominic Tiedeken. He’ll guide you through the rough sees of FLIP and Oceans in houdini. Together we’ll navigate FLIP settings, WhiteWater, Foam, Spray, Meshing, fluid optimization, rendering, and so much more. At journeys end, you’ll be a hardened Ocean Master able to tackle complex ocean simulations that would sink other artists. The knowledge in this course runs deep and we’ll help you bring it to the surface.
WEEK 1
Set Sail!
What we will cover:
This week is jam-packed with practical knowledge and an intro to Oceans in Houdini:
• Hotkeys and UI Settings for Optimal Houdini performance.
• PC Specs capable of handling massive oceans.
• Organization and File Management necessary for such large data sets.
• Ocean Spectrum, Animating the Ship, Ocean Source, and a bit of VEX for deeper understanding and greater control of these systems
WEEK 2
Deep Dive into Oceans!
What we will cover:
• We explore the difference between houdini versions and Ocean systems.
• Build Ocean simulation from scratch inside DOPs. Yes, node-by-node.
• Dealing with Animated Collision Geo.
• Explore new tools introduced in houdini 20 that make life on the seas a bit easier.
• Begin RnD and explore wedging and TOPs for ultimate flexibility and iterations.
WEEK 3
Take our water sims to the next level!
What we will cover:
Here we will discuss the FluidCompress node. We’ll crack the hood on the WhiteWater node and explore how it’s built.
We’ll also spend time refining our sim, fixing memory bugs, optimizing data storage, and general house keeping when it comes to large and complex node trees.
WEEK 4
Meshing and Spray!
What we will cover:
We’ll tackle one of the more difficult parts in any flip simulation: meshing. Get Dominic’s best tips and tricks for meshing and build your own custom meshing setup.
He’ll also show two unique ways to add further details to your simulation.
Then we’ll combine flip, smoke, and whitewater to create the all important “spay” element of our sim. This is where things really get fun!
WEEK 5
Deformer setup and adding additional layers!
What we will cover:
Learn how to address those pesky client notes that would break another artists sim. Employ production proven techniques and the power of point deformers to modify FLIP data post sim and art direct bespoke wave action.
Well also cover how to combine all this amazing data and prepare our sims for assembly in Solaris and rendering in Karma.
WEEK 6
USD, Solaris, and Karma!
What we will cover:
Explore a brief introduction into the theory behind USD and Solaris. Leveraging these workflows is key to achieving future proof results.
We also tackle how to render oceans in MaterialX and Karma.
WEEK 7
Creating our shots.
What we will cover:
This is where technique and skill meet. We’ll craft our shots with an eye for storytelling and eye catching visuals.
Also covered:
• Ocean extension techniques to save time and deliver amazing results.
• Setup Nuke render passes.
•Optimizing Solaris to load heavy data sets efficiently.
• Atmospheric techniques to add that final touch
WEEK 8
Compositing
What we will cover:
Here is where we put it all together. Dominic will guide you through the Nuke comp used in the project.
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