HOUDINI FX - SYLLABUS
FLIP
01. RIVER SIMULATION/MESHING/RENDER
02. FLIP TANK SIMULATION/NARROW BAND
03. FLIP TANK MESHING
04. BOUNDRY LAYER
05. ROCK SPLASH WITH SPEED LIMIT
06. RIVER MODELLING
07. OCEAN SPECTRUM SETTIUNG UP WHITE WATER
08. MERGING WITH FLIP TANK
09. RIVER SIMULATION
10. RIVER MESHING
11. RIVER RENDER
12. FLIP TANK SETUP AND COLLISIONS F = MA
13. FLIP TANK NARROW BAND
14. FLIP TANK BOUNDARY LAYER
15. FLIP TANK DOUBLE SURFACE ISSUE FIX & BASIC MESHING
16. FLIP TANK MESHING AND NOISE REMOVAL
17. RIVER MODELLING
18. SETTING UP BASE MESH USING BOOLEAN AND NOISES
19. ATTRIBUTE NOISE AND RANDOMIZE PSCALE,N,Cd
20. OCEAN SPECTRUM
21. OCEAN SPECTRUM BASIC SETUP
22. OCEAN SPECTRUM WAVES DIRECTION
23. OCEAN SPECTRUM RENDERING
24. OCEAN SHIP WITH FAKE MOVEMENTS
25.POP ADVECT / CUSTOM VEL FIELDS
PYRO
01. AIR CONCEPT EXPLANATION
02. DIVERGENCE AND VEL FIELD
03. TANK MISSILE SCENE VELOCITY EXPLANATION
04. TANK MISSILE SCENE VORTEX CONFINEMENT
05. TANK MISSILE SCENE DISTURBANCE
06. ADVANCED CONTROL OVER EXPLOSIONS
07. TEMPERATURE VS FLAME FIELD
08. REALISTIC FIRE
09. FLAME THROWER USING PARTICLES
10. ADVANCED CUSTOM FIELDS
VELLUM
01. CLOTH WORKING WITH PARTICLES AND CONSTRAINTS
02. CLOTH STRETCH AND BEND CONSTRAINTS AND REST LENGTH
03. ATTACH TO GEO AND SHIP CLOTH
04. ANIMATE CONSTRAINTS AND FLAG
05. SOFT BODIES PRESSURE , STRUT AND TETR. CONSTRAINTS
06. TET VOL VS STRETCH ETC
07. PEELING EFFECT
08. CLOTH TIGHTENING
09. ACTIVE INACTIVE
10. CLOTH TEARING
11. GRAINS
POP
01. FRICTION, BOUNCE , BOUNCE FORWARD INEHERIT
02. VELOCITY AND VELOCITY VARIANCE
03. POP JUST BORN AND POP FORCE
04. POP REPLICATE
05. POP COLLISION DETECT
06. POP RAIN
07. POP RAIN FLIP AND JUST BORN GROUP
08. POP CANON DEBRIS
09. POP TORNADO
10. POP RANDOMIZE MASS
11. POP DISINTEGRATE
12. POP SHIELD PIECES FORMATION
13. POP SHIELD ENERGY BLAST WITH AGE ATTRACTION
14. POP FIREWORKS
RBD
01. DIFFERENT TYPES OF FRACTURES - VORONOI FRACTURE VS RBD MATERIAL FRACTURE VS BOOLEAN FRACTURE
02. ACTIVE VS INACTIVE ATTRIBUTES
03. GROUND DESTRUCTION WITH CUSTOM FRACTURES
04. GROUND FRACTURE WITH CUSTOM VELOCITIES
05. WORKING WITH DEBRIS
06. WORKING WITH CONSTRAINTS AND FOR EACH LOOP
07. WORKING WITH DIFFERENT MATERIALS AND THEIR RESPECTIVE CONSTRAINTS
08. UNDERSTANDING PROPOGATION AND ITERATION IN CONSTRAINTS
09. WORKING WITH CLUSTERS CONSTRAINTS
10. WORKING WITH CUSTOME CLUSTERS
11. UNDERSTANDING SOFT CONSTRAINTS
12. METAL BENDING EFFECTS
13. BUILDING DESTRUCTION
14. BUILDING DESTRUCTION WITH DEBRIS AND SMOKE
NUKE
01. ALL BASICS - NAVIGATION, UI
02. MULTI-PASS COMPOSITING
03. ACES WORKFLOW
04. HOUDINI RENDERS COMPOSITING