通过本教学,我们将学习到如何使用HOUDINI来制作焦散的效果。包括了:
1 场景设置 知道如何设置场景是很重要的,它对于你得到不错的反射与折射效果来说是很关键的,对于以后的焦散效果更是如此,因此你需要首先知道为什么要这样设置场景。还有如何定义表面的内部与外部。
2 材质制作 明白到创建水与玻璃的折射材质的创建是得到高质量焦散效果的核心,因此你需要学习如何制作它们,并且将它们应用到对应的对象上。。
3 光子处理 在真实生活中,它们是我们看到的东西后面的真正演员。为了能够得到焦散效果,我们需要将光子发射到场景中,在这里你会学习到如何将光子发射到场景中,并且使用它们。
4 优化过程 光子已经在场景中了,在这里我们将会设置贴图与材质。然后光子会被用于创建焦散,使用的引擎包括了Micropolygon, raytracing与PBR,这里我们还会谈到优化与改进的技巧。
关于讲师 Georges Nakhle, lebanese拥有机械工程学的硕士学位,拥有广泛的艺术与科学知识。他的艺术设计生涯从传统的绘画与雕塑开始,并且获得了戏剧独白的证书。他曾在电台与电视就职,负责文稿与演出。艺术与科学的融合让他接触到了CG,因此他掌握了很多的设计工具,包括MAYA与HOUDINI等,同时他也是一个程序员,因此他现在就职于法国巴黎的Dassault Systems,他也在Dassault-Systemes与Mental Images(Mental ray的开发商)的合资公司工作。他对于作品非常的挑剔,相信任何细节都会对最终的结果有所贡献。
Setting Up Knowing how to setup the scene is a very critical step to get good refractions and reflections, then after that caustics, so first you will learn how and why to setup the scene the way it is, and how to define the interior and exterior of your surfaces.
Materials Understanding the creation of refractive materials for the water and the glass objects are the soul of a proper caustic effect, so you`ll learn it and assign them to their corresponding objects.
Photons In real life they are the main actor behind all the lights we see and interact with. To be able to create caustics first of all, photons have to be shot into the scene. Here you will learn how to shoot the photons into the scene and how to visualize them.
Optimizations Now that the photons are in the scene, in this part other textures and materials will be assigned, then those photons will be used to create caustics either by using the Micropolygon, raytracing or the PBR engine. Then optimization and improvements techniques will be discussed.
About The Author Georges Nakhle, lebanese, and has a masters degree in mechanical engineering. He has a wide artistic and scientific knowledge, he began his art steps with traditional painting and sculpting then gained a diploma in dramatic monologue (acting -singing), he has worked as a writer and perfomer in radio and TV. Combining arts and science led him to CG, so he mastered many tools including Maya and Houdini among others, he's also a programmer so he's currently working for Dassault Systemes in Paris-France and he had also worked in combination between Dassault-Systemes and Mental Images the makers of mental-ray. He is very picky about the details and he believes that every small detail contributes to the finished product. |