CGCircuit - Applied Houdini - Rigids II - v2.0

Duration: 5h 26min | Video: .MP4 1920x1080, 29.97 fps | Audio: AAC, 44.1 KHz, 2 channels | Size: 8.15 GB
Genre: eLearning | Language: English
Applied Houdini is back with a huge upgrade to one of my most popular tutorials, Rigids II - Structure Destruction!
In this lesson we're going to procedurally model a building that takes advantage of geometry instancing in order to create a super memory efficient and detailed rigid body simulation that is still art directable! This beautiful concrete and glass building will be held together with a custom constraint system, and then blown up over and over again when we run a bunch of simulations using Houdini's new Procedural Dependency Graph (or PDG) workflow. These "wedges" will use TOPs nodes to run sims at the same , render previews, burn in text, and even create final movies on disk that we can use to make decisions about our sim settings. Once we converge on a simulation that we like, we'll shade, light, and render it in Mantra - but also as a bonus, I'll show you how to optimally import our result into Solaris as well, using LOPs to bring our still instanced-enabled geometry over to USD so we can render our building collapse in Karma. There's a lot to learn and love in this new update, and I hope you have fun exploring all the new ways making detailed destruction in Houdini is better than ever!
Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: Rise of Skywalker, Star Wars: The Last Jedi, Aquaman, Star Wars: Rogue One). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space.
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