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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

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