1/16/2024 0 Comments Houdini fx classes![]() We’ll also deal with real-time viewport shading. We’ll deal with ray stepping and noise reduction. We’ll look at what shaders we can use to show our smoke density and how to make our fireball shine bright using light emission. Shading and lighting For volumes, these are very important.We’ll look at the new fields that are introduced and how to work with those in addition to those involved with smoke simulation. Pyro simulations More complex than smoke, in that it involves heat and buoyancy as would a real fire, to inform how the fire moves and the simulation evolves.We’ll deal with voxel fields and how their level of detail impacts your simulation. We’ll work on breaking up the shape of our smoke to create realism and learn how to use control fields for greater control. Smoke simulations Simulating smoke, working with densities in a voxel field driven by various forces and velocities.Particle simulation for liquid sourcing This will involve different techniques than before, where we use a more easily controllable particle simulation to source our smoke and pyro simulations. ![]()
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