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CGWorkshops: Destruction in Houdini with Pav Grochola - photoshop - 30.07.2014

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CGWorkshops: Destruction in Houdini with Pav Grochola | 20GB .mp4
Release time: 28/07/14 Content: Video | English | AVC1 1420x800 30.0 fps | AAC 320 Kbps 44.1 KHz
With its procedural workflow, Houdini 13 is the tool of choice for high-end studios doing complex destruction work.

By the end of the course you?ll understand why and be able to build your own complex RBD sims. After a brief look at all the different solvers available in Houdini 13 (including FEM) we?ll focus on the bullet solver. Over the last few years the bullet solver has dominated RBD simulations for speed, stability and its ability to deal with a staggering number of objects and constraints.
Starting with simple examples, each week you will build your knowledge and build up the complexity of your simulations. Node based software is ideal for dealing with the level of complexity demanded by this type of work.
By its nature Houdini is extremely flexible and open, allowing any FX TD to take on a research and development role making tools to run complex simulations. However, without guidance it can be easy to get overwhelmed and lost.
With over 13 years of experience Pav Grochola (Edge of Tomorrow, Amazing Spiderman 2, Harry Potter, Ghostrider) will take you from the basics of RBD destruction to build your own large scale destruction shot for your reel and have the knowledge to confidently tackle almost any destruction shot.

The course will cover:
Basic physics and Houdini?s RBD solvers
Bullet workflow
Packed primitives
Sop solvers
Attribute and points wrangle nodes
Advanced network constraints
Forces
Secondary sim elements
Debris emitters
Particle and smoke simulation
Advanced fracturing techniques (how to avoid ?that voronoi look?)
Techniques for effective model preparation
Rendering with displacement detail
Trouble shooting and optimization

WEEK 1 - I WANNA BLOW STUFF UP
Goal: To gain a basic understand of physics and how it relates to Houdini's RBD. We will discuss all the RDB solvers available in Houdini, focussing primarily on the Bullet Solver.
THE BIG PICTURE
What is current state of visual FX RBD simulation technology?
What do the big studios use and why?
HOUDINI RBD SOLVERS
What are the different rbd solvers and which one should I use?
A brief look at FEM, Bullet and Houdini RBD.
FOCUS ON BULLET
Understanding bullet primitive types.
A look at the bullet solver settings.
What's different in Houdini 13 bullet? What are the advantages and disadvantages.
Understanding pack primitive workflow.
Assignment: Create a basic RBD simuation.

WEEK 2 - THE DEVIL IS IN THE DETAIL
Goal: To understand "the look" of destruction using the real world as a reference,
SET IT UP FOR SUCCESS
Methods of setting up rich, complex sim detail. Good looking fracturing and final rendering with displacement detail.
Setting up a sim that has the rich multilayered complexity of real world destruction.
FRACTURING - LOOK DEVELOPMENT
Different methods of fractured geo.
Voronoi fracture node in depth.
Advanced fracturing and methods for avoiding that "Voronoi look".
RENDERING CONSIDERATIONS
Correctly applying displacement detail.
UV considerations.
Assignment: Apply the above methods to destroy something!

WEEK 3 - DESTRUCTION CHOROGRAPHY "CHAOS, CONTROL, CHAOS, CONTROL"
Goal: To gain an understanding of the choreography of destruction work focusing on constraints and sop solvers.
CONSTRAINT NETWORKS
Simple examples of all the constraint types, making and breaking them.
Controlling constraints with sop solvers.
Applying this knowledge to improve the look of our RBD sim from the previous week.
FORCES AND STATES
Forces to get even more control of the sims.
Switching from kinematic to dynamic states.
Assignment: Apply the above methods to improve the look of the previous week's example

WEEK 4 - SELLING IT (SECONDARY SIMULATIONS)
Goal: To understand secondary sims that are driven from the primary RBD sim.
DEBRIS AND PARTICLES
Extracting and using impact data effectively.
Adding debris from breaking geo (debris emitters).
Fine particle detail.
SMOKE
Driving smoke sims from destruction sims (advanced sop solver techniques).
Assignment: Create secondary effects on the previous weeks sim

WEEK 5 - BE PREPARED
Goal: To develop a workflow for model preparation.
In production we're usually destroying something that's handed down to us from modeling. We'll run through avoiding some of the pitfalls, to make destruction preparation as painless as possible.
PREPARATION
Prepping the model for destruction.
Optimizations and limitations
Avoiding problems early (if you can)
Preparing a model for destruction.
UV considerations.
Assignment: Get your model to point where its ready to sim.

WEEK 6 - FEELING THE POWER
Goal: To understand Houdini's procedural workflow and the ideal environment for complex destruction work.
EXPLOITING NODE NETWORKS
We'll see how easy it is to get great, controllable RBD sims.
OPTIMIZATION
Producing a good sim without melting our CPU.
Trouble shooting.
Post sim fixes.
Assignment: Run primary sim on our building model

WEEK 7 - PUTTING IT ALL TOGETHER
Goal: Undertsand how to use the primary sim to run the secondary passes.
ONE STEP AT A TIME
We'll run through generating secondary sim passes. We'll also talk about data management and preventing your node graph from looking like a bowl of spaghetti
Assignment: Run secondary sim on our building and do a final render.

WEEK 8 - PHEW! (FINISHING UP)
RENDERING
We'll put it all together, rendering out each destruction element. Along the way, we'll talk optimizations and basic compositing.
BASIC PHYSICS OVERVIEW
Basic physics primer and How this relates to working in Houdini.
TRICKS AND TIPS
Effectively preparing a model.

Screenshots
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