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CGCircuit - Burning Cloth Tear

admin 2024-06-16 5次浏览 0条评论 0 打赏作者 0 0
CGCircuit - Burning Cloth Tear胡迪尼燃烧的布模拟教程。主要流程:我们将通过使用牛皮纸创建一个简单的布料设置来开始本课程。创建碰撞体几何体并为其制作动画,以驱动布料的主要变形。使用自定义增长求解器,我们将能够手动删除牛皮纸对象中的约束,从而导致布撕裂。清理几何体后,我们继...

CGCircuit - Burning Cloth Tear


胡迪尼燃烧的布模拟教程。


主要流程:

我们将通过使用牛皮纸创建一个简单的布料设置来开始本课程。

创建碰撞体几何体并为其制作动画,以驱动布料的主要变形。

使用自定义增长求解器,我们将能够手动删除牛皮纸对象中的约束,从而导致布撕裂。

清理几何体后,我们继续处理粒子。

我们将基于我们创造的布料来设置粒子发射源。

在这里,我们将讨论如何手动插值我们的粒子源以创建平滑的结果,而不会出现问题。

我们将创建一个烟雾模拟,然后使用速度场平流我们的粒子,我们将创建 2 个不同的粒子层。

在渲染部分,一切都将相当简单明了。我们将使用巨型扫描纹理创建布料材质,并为粒子层设置一个简单的着色器。

在Nuke中,我们将所有东西都整合在一起。

我们将使用我们自己的自定义渐变直接在Nuke内部为粒子着色,以确保最大的灵活性。

所以我希望你会喜欢这门课程,让我们开始吧!


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Description

Welcome to a new Houdini tutorial, Burning Cloth Tear


Vellum & Attribute Growth

We will start this course by creating a simple cloth setup using Vellum.

We will create and animate the collider geometry to drive the main deformations of our cloth.

Using a custom growth solver we will be able to manually delete constraints from the vellum object, causing the cloth to tear.

To have more flexibility, we will create a separate vellum simulation with wind and noise, which we will combine with our main tearing simulation. So we will be essentially layering two separate vellum simulations on top of eachother.


Particles

After we cleanup the geometry, we move on to particles.

We will base our particle emission source on the cloth that we created.

Here we will talk about how to manually interpolate our particle source to create a smooth result without stepping issues.

We will create a smoke simulation first, and then advect our particles using the velocity field, and we will create 2 different layers of particles.


Rendering

In the rendering section, everything will be fairly simple and straight forward. We will create a cloth material using megascans texture, and set up a simple shader for our particle layers.


Nuke / Compositing

Inside Nuke we bring everything together. In this section I will show you a very flexible way to add a logo to our cloth, that follows the animation.

We will map the logo using the UV coordinates from our cloth, and also show you how to use the normals AOV in order to re-light our geometry.

We are going to color the particles directly inside of Nuke, using our own custom gradient, to ensure maximum flexiblity.

So I hope you will enjoy this course and let's get started!


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