影视动画视频教程
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特效 |
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Houdini |
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英文+无字幕 |
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Houdini制作粒子爆炸标志教程 - Explode a Particle Logo in Houdini 13
在第一个视频中,我们启动了预压裂被带来了作为黑/白图像标志。我们创造出的曲线的图像和挤压成一个3D对象。然后,我们将使用基于Voronoi压裂到骨折前的标志。几何体,然后转换成压缩原语。一个DOPNetwork将被创建和裂隙“块”将得到由H13粒子部队平流。添加艺术控件扰害代码将被添加到控制的基础上接近相机的每个块的释放时间和启动的影响时间。
In the first video we start by pre-fracturing a logo that was brought in as a b/w image. We create curves out of the image and extrude it into a 3D Object. We will then use Voronoi Fracturing to pre-fracture the logo. The geometry is then converted to Packed Primitives. A DOPNetwork will be created and the Fractured “Chunks” will get advected by H13 Particle Forces. To add artistic controls Vex code will be added to control the release time of each chunk based on proximity to camera and start time of effect.
在第二视频我们创建基于表达式和HScript粒子束发射器,计算在该面对镜头的相反方向中,每个“块”的表面区域,以及“块”速度的块的原语。一个二DOP的网络将为粒子模拟创建。一旦粒子流产生,我们将添加一个RBD的粒子碰撞与原来的“豆腐块”。最后,我们将学习如何使用Name SOP和盒装编辑的SOP来的材料分配给盒装原语。
In the second video we create Particle Stream emitters based on expressions and HScript that calculate the primitives on the chunks that face the opposite direction of the camera, the surface area of each “chunk”, and the “chunks” velocity. A Second DOP Network will be created for the particle simulation. Once the particle stream is generated we will add a RBD for the particles to collide with the original “chunks.” Finally, we learn how to use the Name SOP and Packed Edit SOP to assign materials to the Packed Primitives.
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