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Side Effects | Learning Pyro FX(Houdini火焰与烟雾制作中文字幕)

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教学名 Side Effects | Learning Pyro FX(Houdini火焰与烟雾制作中文字幕)
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意大利博物馆教师/绘画教师/线艺术学校校长 威尔·坎普 讲解 绘画基础:风景草绘教学 中文字幕 srt
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Macworld杂志高级特约编辑/20世纪福克斯特约摄影师 本龙 讲解 实习摄影师教学 中文字幕 srt格式
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教学介绍
 

本教学由HOUDINI的开发商Side effects出版,本教学将深入的研究Pyro FX的工作流程与那些创建火焰与烟雾特效的参数,并且还会对体积数据的创建与记录进行测试,并最终让它可视化.

本教学包括了以下几部分:
1 开始设置
在这一节里面将告诉大家整个教学中所要用到的工作文档的初始设置方法.

2 基础教学
在这里将为大家概括的讲解一些编辑器与节点子网络, 本节教学将让大家能自由的的在HOUDINI的网络中导航.

3 可视化数据
这一节将介绍一些特别的名字与数据类型, 并且还介绍了如何在HOUDINI中让它们可见

4 新的桌面
这一节将介绍给大家如何重新配置HOUDINI的桌面布局,让它更适合Pyro FX的工作流程

5 火焰材质
本节介绍了Pyro的火焰材质类型,并且详细的介绍了为火焰赋予材质的时候需要使用的参数.

6 烟雾材质
本节介绍了Pyro的烟雾材质类型,并且详细的介绍了为烟雾赋予材质的时候需要使用的参数.

7 散射
散射被Pyro材质用来模拟烟雾云光线散射效果.它是我们在调整了火焰与烟雾外观后的下一个层次的调整过程. 我们将对比有散射与没有散射的效果差别.

8 Voxels(体元)
这一节我们将离开Pyro Fx来考虑体积数据的基础, 还有它是如何在HOUDINI中产生与记录的

9 Pyro节点
这一节我们将集中学习Pyro节点, 并且验证数据是如何被初始化创建的,还有创建了什么类型的数据, 它是如何被管理的, 在这里我们将使用上面体元的例子.

10 低分辨率与高分辨率
在最后这个总结性的教学中, 我们将讲解到低分辨率模拟数据到高分辨率数据的转换方法. 我们会讲到其中要创建,保存与渲染什么类型的数据.包括shadow maps, scattered pointclouds, and dynamic data

In this video tutorial series, we will examine the Pyro FX workflow in-depth and the parameters used to create Fire and Smoke effects. We will also examine how volumetric data is created and recorded, and how to visualize it.

Beginning Setup - [45MB QT - 6 Mins.]

This video covers the initial setup of the working file that we will reference throughout this series of lessons.

Initial Tour - [62MB QT - 9 Mins.]

An overview of the various editors and node sub-networks. This video provides a straightforward opportunity to become familiar with navigating the networks.

Visualize Data - [108MB QT - 12.5 Mins.]

An introduction to specific names and data types, and how to visualize them in Houdini.

New Desktop - [76MB QT - 9 Mins.]

In this lesson we will re-configure the Houdini desktop layout to better suit our needs for working with Pyro FX.

Shading Fire - [195MB QT - 31 Mins.]

An introduction to the Pyro shader and a detailed look at the parameters used for shading fire.

Shading Smoke - [74MB QT - 14 Mins.]

Drawing on the knowledge gained in the previous lesson we will continue to explore the Pyro shader and the parameters used to shade smoke.

Scattering - [235MB QT - 35 Mins.]

Scattering is used by the Pyro shader to simulate the diffusion of light created by fire within a smoke cloud. Scattering is the next logical step after tweaking the look of fire and smoke since we then have the opportunity to compare renders without and with scattering.

Voxels - [174MB QT - 22.5 Mins.]

We step away from Pyro FX to consider the fundamentals of volumetric data, how it is generated and recorded in Houdini.

Pyro Node - [194MB QT - 29 Mins.]

This lesson focuses on the Pyro node and examines how data is initially created, what types of data are created, and how it is managed. We reference our previous example of voxels.

Lowres and Upres - [128MB QT - 20 Mins.]

In this concluding lesson we will cover the transition of the lowres simulation data to highres form. We will also cover what type of data needs to be generated, saved, and rendered - including shadow maps, scattered pointclouds, and dynamic data.

 
Side Effects 介绍
 
 
在过去的20年中,Side Effects一直为艺术家提供流程化的3D动画与视觉特效工具,帮助他们创作最高质量的影视特效。Side Effects以客户的需求为中心,本身既是创新技术的提供者,也是尖端的设计团队。

Side Effects刚开始的时候只有两个人:Kim Davidson与Greg Hermanovic,他们是热衷于UNIX下编程的动画爱好者。1985年的时候,他们加入了创新型公司奥林巴斯,然后沉浸在创作的过程中,编写他们自己的软件,为电影与广播制作视觉特效。1987年一个偶然的机会将3D动画呈现在观众眼前之后,Davidson与Hermanovic创建了Side Effects软件,并且发布了PRISMS.它是一个程序化制作软件,为HOUDINI的奠定了基础。

Side Effects因Houdini及其创新性的流程化制作技术两次获得了奥斯卡奖,另外很多奥斯卡奖影片是使用HOUDINI制作的。奥斯卡奖的获得是对Side Effects强大的研究开发能力与它同客户之间良好的沟通关系的承认。Side Effects以在这个快速发展的行业建立了领导性的地位而自豪,并且持续不断的寻找那些能够支持创新过程的新方法。

For over twenty years Side Effects has been providing artists with procedural 3D animation and visual effects tools designed to create the highest-quality cinematic results. We are passionate about what our customers do because our roots are in production, both as artists and as pioneering technical innovators.

For over Twenty Years...

In the beginning there were two: Kim Davidson and Greg Hermanovic – animation enthusiasts with a flair for UNIX coding. In 1985 they joined Omnibus, a pioneering company in the then emerging world of computer graphics. They immersed themselves in production, writing their own software and creating visual effects for film and broadcast.

In 1987, with an opportunity to bring 3D graphics to a wider audience, Davidson and Hermanovic created Side Effects Software and released PRISMS. Developed and rigorously tested in production, PRISMS was a procedural graphics application which would lay the groundwork for Houdini.

Award-Winning Procedural Technology

Side Effects Software has twice been recognized by the Academy of Motion Pictures, Arts and Sciences for Houdini and its breakthrough procedural based technology. In addition, Academy Awards have been given to many films which relied on Houdini for the creation of their visual effects.

This recognition is an acknowledgment of Side Effects’ strong research and development team and its close interaction with customers to understand and address production needs. Side Effects takes pride in establishing a leadership role in this fast-paced industry and is constantly looking for ways to support the creative process while pushing the “innovation” envelope.

Innovation and Customer Service

At Side Effects, we value innovation, integrity and commitment to the customer. With deep roots in production, we know what it takes for CG artists to succeed. Every day we apply that knowledge and strive to help our customers achieve more with less effort.

Side Effects is also committed to the growth of skills in the industry as demonstrated by the Houdini Apprentice program that gives digital artists the chance to build skills and create demo-reel content using Houdini free of charge.

As the industry continues to evolve, we remain dedicated to working with studios and artists to meet their production challenges head-on. Our knowledgable staff, our responsive customer support, and access to daily software builds are a few of the things that set us apart and make Side Effects a great company to do business with.

 

 
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