cmiVFX Launches New Video: Houdini Introduction To Particle Animation

Posted In | News Categories: Education and Training, Visual Effects | Geographic Region: All | Site Categories: Education and Training, Visual Effects
cmiVFX | cmiStudios launches another Houdini Software Training Video for its customer base. Particle animation training has always been limited by selection. cmiVFX is proud to offer the most robust particle training for a large majority of animation packages. The INTRODUCTION TO PARTICLE ANIMATION VIDEO is geared towards training entry level individuals or those migrating from other animation packages. Video is about four hours in length.

This video is available today at the cmiVFX store: http://cmivfx.com/store/Browse.aspx?Category=11.

Creating Particles
Everything has a beginning, and a particle network in Houdini always begins with the creation of the particles. You will learn in this chapter the first steps for creating particles. We will be using a location emitter to demonstrate how and where to create those particles.

Location Node Parameters
In order to manipulate particles, the first parameters to change are in the the location node. Since it always begins with the creation, learning the parameters in this phase is a crucial achievement towards getting the most out of your project. During the explanation of the Location Node Parameters we also show the details view, an important place to visualize many of our particles parameters.

Emitting Particles From Geometry
Users are not limited to emitting particles from a location. You can also use custom geometry to emit particles from. Continuing in the particles creation phase, we will be discussing how to use geometry to emit particles using the source node. We will talk about its parameters and we will see how it can inherit velocity from the source geometry. Then we will end up creating a very simple basic rain example.

POP Network Parameters
Particle placement can't really exist without a simulation. In the POP Network Node, we can control some of the simulation parameters. In this chapter of the video, you will learn about the parameters of the POP Network, which will prove very useful in several situations.

Initial State
Sometimes users may just need particles to begin from a certain point in time, after the begining of the simulation. One simple and efficient way of achieving this is by using Initial State. In this section of the video, we will show how to create and import an initial state file, applying that to an example in which we will blow up a fruit bat into a number of smaller fruit bats.

Gravity And Force Attributes
Forces and dynamics are mandatory in order to drive simulations because they reproduce real life situations in a fast and easy way. Here we will begin with the gravity node and explain the basic force parameters. We will also show the property node, a very useful node that we will be using often later.

Fan-Wind-Noise
Fan and wind are two important force nodes that can help you achieve many cool effects. Randomizing things with noise creates a more organic style of movement then with velocity or force used alone. This part will explain in detail those three nodes and how to use them in order to continue the bat example. (ending it by blowing up the bat to small bats.)

Planetary Systems
Beside smoke, fire and other widely used visual effects, particles can serve to a different type of effect simulation. We combine and explain a bunch of nodes such as the orbit, torque, group, drag and more in order to create a not so common effect with particles: a planetary system.

Commercial Soda Bubbles Effect
This chapter is all about making the bubbles in a glass of soda with complete detail. We will make them appear on the inner surfaces of the glass, change size with age, and float to the surface where they will burst when colliding with the liquid surface. We then talk about the collision node which is used for the collision of the bubbles with the surface. Continuing, will also show how we can make our particles interact with rigid bodies and collide with them without using the collision node.

Shading And Rendering






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