Module 1 – Introduction to Interface and Modelling
Day 1 – Introduction to interface and 3D pipeline
- Modelling a simple project
Day 2 – Modelling
- Traditional modelling
- Procedural modelling
Day 3 – Procedural modelling and VEX/VOPS
- Procedural tool making
- Modelling techniques
- Intro to coding in Houdini with VEX and VOPS
Day 4 – Procedural asset creation (HDA’s) and intro to Houdini engine
- Intro to digital asset creation pipeline
Day 5 – Texturing and Materials
Day 6 – Lighting/ Rendering
- Lighting techniques for photo-realism
- Rendering engines and optimisation
Module 2 – Introduction to DOPS and RBD
Day 1 – Intro DOPS, POP’s and RBD’s
- DOP network
- Create particle sims with POPS
- Create a RBD sim with colliders
Day 2 – Fracturing and constraints
- Pre-fracturing techniques
- RBD constraints
- SOP solver
Day 3 – Look at RBD SOP techniques and rendering RBD
- Look at SOP only sim workflow and setup
- Explain pros and cons
Day 4 – Adding debris and secondary simulations
- Add secondary simulations for creating debris and dust from the main RBD sim
Day 5 – Project Day
Module 3 – Introduction to Pyro effects
Day 1 – Introduction to pyro in DOPS
- Mist
- Smoke
- Fire effects
- Collisions
- Controls
- Caching
- Sparse solver
Day 2 – Using custom micro- solvers and fields
- Creating custom micro-solvers and fields to control the fire/smoke simulation
Day 3 – Look at PYRO SOP techniques
- Look at SOP only sim workflow and setup for pyro
- Explain pros and cons
Day 4 – Rendering smoke and fire sims
- Add secondary simulations for creating debris and dust from the main RBD sim
Day 5 – Project Day
Module 4 – Introduction to Water Effects (FLIP)
Day 1 – Introductio to FLIP in DOPS
- Intro to FLIP
- Create water effects
Day 2 – Flat Tank introduction
- Creating a flat tank and interacting with colliders
- Intro to optimisation with narrow band
Day 3 – Ocean tools introduction and other custom forces
- Look at ocean tools to create large bodies of water
- Look at ocean spectrum in detail
- Look at adding custom forces to drive the waves
Day 4 – Adding white-water effects and rendering
- Look at adding secondary simulations for white-water effects such as bubbles, spray and foam
- Look a caching and surfacing the fluids
- Look at rendering water, foam etc.
Day 5 – Project Day
Module 5 – Introduction to Vellum
Day 1 – Introdutcion to Vellum
- Introduction to vellum and cloth simulations
Day 2 – Vellum SOP setup and drape workflow
- Using Vellum SOP tools
- Looking at the drape workflow for making clothing for characters
Day 3 – Other uses for Vellum (Hair, balloons, tearing etc)
- Look at Vellum hair for dynamic curves
- Look at pressure and fracture settings
Day 4 – Vellum soft bodies
- Look at Vellum soft bodies for CFX/organic character flesh workflows
Day 5 – Project Day
Module 6 – Introduction to Environments
Day 1 – Introduction to height field
Day 2 – Populating terrains with geometry
- Understanding masking and scatter tools to populate environment with trees, rocks etc.)
Day 3 – Applying textures and lighting to terrains
- Rendering and lighting heightfields in Houdini and applying materials using tri-planar mapping
Day 4 – Project day
Day 5 – Project day, delivery and feedback