Class Description:
This recorded class will explain how to shape vectors into custom velocity fields for use in art directing particles, objects, liquids, and volumes movement. Moving data through different contexts in Houdini is a must-know in creating stellar FX, and controlling that movement even more so. You will learn how to create and control velocity field forces in Houdini and through the power of VEX coding, I will guide you through the core basics of vectors, forces, and velocities. VEX can be a highly technical subject to discuss, but the aim of this class is to make it as easily understandable for artistic and technical minds alike. Each bit of code will be fully explained and questions are highly encouraged.
Learning Outcomes:
Students should leave with a better understanding of how to begin building and implementing their own velocity flows for art directing simulations.
Topics Covered:
Day 1
- Understanding Vectors, Forces, and Velocities meaning.
- Basic Builds (POP, RBD, FLIP, and Volume examples)
- Simple Vector
- Targeted Vector
- Motion-Based Vector
- Noise Based Vector
- Curve Based Vector
- Object-Based Vector
Day 2
Combining and varying, we will step it up a notch and introduce some controlled variance into our velocity field. Then finally we push things even further by removing the velocity field altogether and directly control the velocity force at the DOP level.
- Mixing Forces (POP, RBD, FLIP, and SMOKE examples)
- Variance Over Length
- Suction Vortex
- Push/Pull Forces (SOP Solver in SIM)
- POP Push/Pull Forces
- RBD Push/Pull Forces
- FLIP Push/Pull Forces
- SMOKE Push/Pull Forces