Dynamic Realistic Environment in Houdini and Redshift

Create a complex river simulation.
Instructor:
Diogo Guerreiro
35 estudiantes matriculados
English [Auto-generated]
Create a dynamic fluid simulation of a river in Houdini and rendered in Redshift
Whitewater simulation
Whitewater render in Redshift
Height Field terrains
Creation of a wetmap
CG River simulation
Realistic cg environment
Texture in Redshift

This is the ultimate course to learn how to create a realistic dynamic fluid simulation in Houdini and render it in Redshift. You will learn height field, fluid sim, whitewater sim, wetmaps generation, scattering and render in Redshift. These are some of the most amazing tools used by professionals in the industry. After this course you will be comfortable to develop and create your own simulations and creativity will be your only limit!

Introduction, references and terrain.

1
Introduction

A seasoned 3d artist, Diogo explains what is this course about and set the expectations for it.

2
References

An important aspect before we start any project is to look for references. In this chapter we see what we are looking to accomplish along this course.

3
Modeling the terrain using the height fields node

In this chapter we will dive into height fields in Houdini. We will see how to create an interesting terrain and will learn how to work on resolution and dimensions of a terrain.


Preparing the colliders

1
Terrain Collider

We will select a part of our height field and will extract this area. Will then convert it to polygons and will optimize the geometry for collisions.

2
Rocks Colliders

After learning how to scatter some rocks along the terrain, we will prepare the geometry for collision, merging them with our terrain collider.

3
Colliders for simulation

Here we will make our final set-up to provide a very efficient collider and source for our fluid simulation. We will look extensively into those settings to be able to prepare for our proxy cache.

4
Fluid Source

Here we will create a source for our liquid based on the river bed. With that we will be able to provide a proxy simulation.

5
Fill the simluation

We will work on a way to create an endless water flow to our river, with new particles entering and leaving the simulation without loosing volume.

The Fluid Simulation

1
Proxy Simulation

Before we start our main simulation we need to do a pre run of the river so we can start with a better inicial state. So in this lesson we will learn how to cache a proxy sim to use in our main simulation. Also in this lesson we will work in our main liquid sim, creating a high resolution simulation.

2
Texturing the terrain in Redshift

We will start shading and texturing our environment in Redshift. In this lesson we prepare to texture the base of the terrain.

3
Texture the terrain - Part 2

We will use our height field terrain to extract some alpha maps to create a more interesting texture for our terrain.

4
Texturing the rocks

We will work now in shading and texturing our rocks. We will understand how to give more resolution using displacement maps in Redshift.

5
Water texturing

We will work in the shade of our water inside of Redshift. We will use multilayer subsurface scattering techinics to provide a more realistic and interesting look to our water.

Whitewater Simulation and Wetmaps

1
Generating the whitewater

We will see how to use the parameters from our liquid sim to extract information to drive the emitters for our whitewater sim.

2
Creating the whitewater volume

To be able to render a more realistic whitewater we need two things: particles and volumes. In this lesson we will convert the particles parameters into volumes.

3
Whitewater render

Now that we created both particles and volumes for the whitewater we will combine them both to set up the render in Redshift.

4
Creating the wetmaps

Wetmaps are used to drive shaders so we can visualize the part of the colliders that are wet because they had contact with the liquid surface. In this lesson we will learn how to create those maps.

5
Texturing using the wetmaps

Now that we created the "wetness" parameter we will learn how to transfer it to our terrain and rocks so we can work in our shaders to use this to drive the materials.

Scattering and final render

1
Scattering trees

We will now work in the scattering of vegetation in our environment. We will extract scatter masks based on slope and height and use them to select areas to place our trees. We will also work in the final touches for our final render.

2
Final render and conclusion

We will have a look in our final render and see all the elements that brought us to this point.

You can view and review the lecture materials indefinitely, like an on-demand channel.
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