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[摄影技术] fxphd – Mastering Lighting and Rendering with Houdini’s Mantra

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发表于 2017-1-6 19:04:17 | 显示全部楼层 |阅读模式
数码-掌握照明和渲染胡迪尼的咒
00422005.jpg
英语 |2013 年 7 月 |mp4 |H264 1440 x 900 |AAC 2 ch |6 小时 38 分钟 |3.38 GB
电子教学 |课程编号︰ HOU208
一步你到下一级别的 FX 能力的最佳途径之一是主咒、 胡迪尼的渲染引擎和业界最好的渲染解决方案之一。熟悉的咒语将允许您呈现的最艰难的效果,一部电影可以扔霍迪尼的艺术家,以及语言照明,和最后的合成与无缝集成您的效果和镜头。

本课程将引导学生通过最基本的呈现在勘探中胡迪尼照相机和照明。接下来,将探讨三个外汇中心看发展任务打造坚实的基础,与呈现。示例将模仿在职的 FX lookdev,将传授经验解剖一看,给几个工作室准备 FX 解决方案以及。他们会增加复杂性和范围全色域的灯光,渲染和合成方案。

安德鲁 · 洛厄尔是在许多影片,胡迪尼 FX 艺术家跨越几年、 国家和工作室。他是永久的通才,他的背景包括音乐和混合、 合成和视频编辑,和每一个通才技能集视觉特效业务;始终把放的最难和最古怪的 FX 任务中生产。他也是位经验丰富的胡迪尼教育家和作家,并已经开发了许多不同的方法来有效地教学向学生和专业人员的胡迪尼。
课程大纲

1 类
咒语的基础知识。此类将经历的一些基础知识。软件的基础知识,例如如何设置摄影机,灯,并呈现内将覆盖胡迪尼,以及工作流和审美的基础知识,如需要的各种照片和工作方法,和的时候要调用作为一个胡迪尼 FX 艺术家来呈现自己的元素。

2 班
所有关于运动模糊和照相机。这里运动模糊将覆盖在深度。运动模糊是呈现工作流的最敏感的问题之一。它就是正确的并不明显;有时甚至欺骗。在这里我们去通过各种运动模糊做法收集来自不同的生产和技术方案。

3 类
在 FX 的照明。照明是任何好的寻找元素和渲染的关键。本课程旨在探索照明类型,阴影类型,各种应用程序和技术来使用它们。

4 班
项目 1,火花。有伟大看火花可以补充任何破坏任务。在这里我们构建类似于在变压器 3 火花体系。这将处理如何渲染场景中运动模糊和粒子渲染等问题。

第五类
项目 1,火花不断。此类生产从上一节课,我们火花系统的渲染的结果,以及深入到最后合成及 FX 互动照明渲染。

6 班
项目 2、 灰尘和烟雾的呈现。渲染灰尘是霍迪尼 FX 艺术家将进行最常见的任务之一。在这里,我们工作构建简单的灰尘着色器,和 rgb 照明等传递 aov (任意输出变量) 的层数到合成。

7 类
项目 2、 灰尘和烟雾呈现继续。此类产生最后尘埃呈现,,探讨咒语的延迟的加载和点实例存储功能,可以大大提高任何渲染任务效率。

第八课
项目 3、 神奇效果和合成集成第 1 部分。这三部分项目涉及到地面上看起来是发展的特斯拉线圈。胡迪尼艺术家经常的任务创建效果如照明、 神奇的光束或其他各种抽象看发展的几何形状、 动画、 照明、 呈现和合成的各种元素之间的界限。我们探讨如何处理和组织的方式,设置这些任务和动工的几何形状和动画组件。

9 班
项目 3、 神奇效果和合成集成第 2 部分。这里的类探索渲染技术,将各种几何属性传递给最终渲染和合成。

10 班
项目 3、 神奇效果和合成一体化第 3 部分。我们去通过最后深合成一体化,以及各种专业照明技术等几何照明以匹配我们看 3D 和合成。
fxphd - Mastering Lighting and Rendering with Houdini's Mantra
English | July 2013 | mp4 | H264 1440x900 | AAC 2 ch | 6 hrs 38 min | 3.38 GB
eLearning | Course Number: HOU208
One of the best ways to step your FX abilities up to the next level is to master Mantra, Houdini’s rendering engine and one of the best rendering solutions in the industry. Familiarity with Mantra will allow you to render the toughest effects a film can throw at the Houdini artist, as well as speak the language of lighting, and seamlessly integrate your effects and shots with final compositing.

This course will guide the student through the very basics of rendering in an exploration of Houdini cameras and lighting. Next, Three FX centric look-development tasks will be explored to build solid foundations with rendering. The examples will mimic on-the-job FX lookdev, which will impart experience dissecting a look and give a few studio ready FX solutions as well. They will increase in complexity and range a full gamut of lighting, rendering, and compositing scenarios.

Andrew Lowell is a Houdini FX artist on numerous films, spanning several years, countries, and studios. He’s a perpetual generalist and his background includes music and mixing, compositing and video editing, and every generalist skill set in the vfx business; always taking on the hardest and weirdest FX tasks in production. He’s also an experienced Houdini educator and author, and has developed many different methodologies for effectively teaching Houdini to both students and professionals.
course syllabus

Class 1
Mantra basics. This class will go through some of the basics. Software basics, such as how to set up cameras, lights, and renders within Houdini will be covered, as well as workflow and aesthetic basics such as the needs for various shots and working methods, and when to make the call as a Houdini FX artist to render your own elements.

Class 2
All about motion blur and cameras. Here motion blur will be covered in depth. Motion blur is one of the most sensitive issues of a rendering workflow. It has to be both correct, and unnoticeable; sometimes even tricked. Here we go through various motion blur practices gathered from different production and technical scenarios.

Class 3
Lighting in FX. Lighting is the key to any good looking element and render. This class explores lighting types, shadow types, and the various applications and techniques to use them.

Class 4
Project 1, Sparks. Having great looking sparks can complement any destruction task. Here we construct a spark system similar to the one made in Transformers 3. This will address issues such as how to render in-scene motion blur, and particle rendering.

Class 5
Project 1, Sparks Continued. This class produces the rendered results of our spark system from the previous class, as well as dives into final compositing and rendering FX interaction lighting passes.

Class 6
Project 2, Dust and Smoke rendering. Rendering dust is one of the most common tasks a Houdini FX artist will undertake. Here we work on constructing a simple dust shader, and rgb lighting as well as passing aov (arbitrary output variables) layers to compositing.

Class 7
Project 2, Dust and Smoke Rendering continued. This class produces the final dust renders, and explore Mantra's delayed load and point instancing functionality which can drastically improve any rendering task's efficiency.

Class 8
Project 3, Magical Effects and Compositing Integration part 1. This three part project involves ground-up look development of a tesla coil. Often Houdini artists are tasked with creating effects such as lighting, magical beams, or various other kinds of abstract look development which blur the lines between the various elements of geometry, animation, lighting, rendering, and compositing. We explore how to approach and set up these tasks in an organized way, and start on the geometry and animation components.

Class 9
Project 3, Magical Effects and Compositing Integration part 2. Here the class explores rendering techniques and passing various geometry attributes to final renders and compositing.

Class 10
Project 3, Magical Effects and Compositing Integration part 3. We go through final deep compositing integration, as well as various specialty lighting techniques such as geometry lighting to match our look both in 3D and in Compositing.
00422007.jpg
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发表于 2017-1-6 19:04:20 | 显示全部楼层
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