Next Steps | Procedural Modeling

These tutorials are part of a 12 week series of online webinar classes that take you deep into Houdini and its procedural approach to modeling. Designed for CG artists working with Houdini to explore and refine ideas in order to meet the creative needs of the project while hitting many tight deadlines.

SideFX

8 Tutorials 11:09:47

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Tutorials

Lesson 1 | Hoses And Pipes
Next Steps - Procedural Modeling Series Lesson 1 In the first module we will ease into Procedural Modeling by creating two digital assets. A robust rigid pipe system and a flexible hose system. In addition to modeling we will look at uv strategies and how to convert from NURB based models to game friendly polygons.
1:15:40
Lesson 2 | Ultimate Gears
Next Steps - Procedural Modeling Series Lesson 2 Get ready for some Math and Python as we create a procedural model that automatically places gears into a scene, allows the artist to resize and determine tooth count and depth.
1:03:08
Lesson 3 | Buildings Part 1
Next Steps - Procedural Modeling Series Lesson 3 In this two part class we will learn how to place schematics in the Scene View and then using traditional modeling techniques model a building.
1:00:02
Lesson 4 | Buildings Part 2
Next Steps - Procedural Modeling Series Lesson 4 In Buildings Part 01 we learned how to create a building using traditional modeling techniques in Houdini. Now we will learn how to convert a one off model into a procedural model and wrap it up into an HDA.
1:44:48
Lesson 5 | Flora Part 1
Next Steps - Procedural Modeling Series Lesson 5 In this lesson we will focus on rendering curves. We will use VOPSOPs to shape curves into blades of grass. Using a simple NURB line we will add attributes for varying width along the backbone of the curve. We will then use VOPOSP to calculate orientation, bend, and twist. Finally we will learn how to modify the lead shader to be a two sided shader with displacement for the spine of the grass blade.
1:17:05
Lesson 6 | Flora Part 2
Next Steps - Procedural Modeling Series Lesson 6 We will be building vines without the use of L-Systems. Instead we will learn about the attributes that are part of L-Systems and the Polywire. Using techniques already learned in Module 1 we will twist and carve up a pipe to make twisting vines. By adding attributes needed for the Polywire SOP we will be able to create vines with great uvs that make texturing easy. Then we will learn how to control the scattering of points on the vine that will be anchor points for leaves. Using more VOPSOPs attributes will be added to the points that control leaf size and direction.
1:02:32
Lesson 7 | Terrain
Next Steps - Procedural Modeling Series Lesson 7 In this lesson we will learn how to take an image map, in this case DTED data, and using VOPSOPs create a displacement using luminance. This will create our terrain. Once the terrain is created will will learn how to calculate the curvature, slope, and peaks of the terrain. These values will be stored in attributes. Finally we will use these attributes to determine where to place grass and snow.
0:58:13
Lesson 8 | Horseless Carriage
Next Steps - Procedural Modeling Series Lesson 8 In this module instead of learning techniques we will be discussing process. How do you go about creating an asset from scratch.
2:48:19