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Patreon Advanced CG Tutorials Updated July 2019

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Patreon Advanced CG Tutorials Updated July 2019Patreon 高级houdini cg教程合集,2019年7月更新包Adding Houdini To Your ArsenalAHTYA04 - Working With Clones Part 1AH...

Patreon Advanced CG Tutorials Updated July 2019

Patreon 高级houdini cg教程合集,2019年7月更新包


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Adding Houdini To Your Arsenal

AHTYA04 - Working With Clones Part 1

AHTYA05 - Working With Clones Part 2

AHTYA06 - Procedural Modeling AHTYA Title Graphics

AHTYA07 - Finishing The Title Graphics Model

AHTYA08 - Introduction To Redshift3D

AHTYA09 - Shading in Redshift 3D

AHTYA10 - Pathtracing and Adaptive Sampling in Redshift 3D

AHTYA11 - Intro To DOPs The SOP Solver

Bonus

Particles Part 01 - Paint Removal

Particles Part 01 Addendum - Shading in RS

Particles Part 02 - Conform To Surface

Particles Part 03 - The Principle Of Particle Simulation

Particles Part 04 - Tubular Flow With Vector Fields

Particles Part 05  01 - Plant Growth With POPReplicate

Render Setup - Kitbash Vein Growth

Render Setup Advected Particles

Render Setup Recamán_s Sequence

Render_Setup

Vellum 101 - Animating Vellum Constraints

Vellum 101 - Avoiding Jittery Simulations

Vellum 101 - Balloon Popping

Vellum 101 - Blend Shapes

Vellum 101 - Connecting Wires

Vellum 101 - Crushing A Can

Vellum 101 - Dynamic Constraints In Vellum’s SOP Solver

Vellum 101 - Force Directed Graph

Vellum 101 - Inflating Ballons Into A Shape

Vellum 101 - Locomotion Using Fiber Constraints

Vellum 101 - Looping A Simulation

Vellum 101 - Manually Creating Vellum Constraints

Vellum 101 - New In Houdini 17.5 Per Point Friction

Vellum 101 - Peeling Off

Vellum 101 - Pills (Rigid Bodies _ Grains)

Vellum 101 - Shrinkwrapping

Vellum 101 - Soft Constraining Grains _ Soft Bodies

Vellum 101 - Stiffness Dropoff

Vellum 101 - Swirly Cloth (Vellum + POP Attract)

Vellum 101 - The Different Constraint Types

Vellum 101 - Twisted Wires

Vellum 101 - Vellum In DOPs

Vellum 101 - Voronoi Cloth Bags

Vellum 101 - What About Grains

VEX 101 - Data Types _ Accessing Attributes

VEX 101 - Functions

VEX 101 - SOP Wrangle Basics_Pt 02

VEX 101 - Variables

VEX101 - Accessing Other Stream_s Attributes

VEX101 - Arrays _ Foreach-Loops_Pt 11

VEX101 - Creating Chladni Patterns_Pt 09

VEX101 - Custom Functions

VEX101 - For Loops_Pt 10

VEX101 - Generating Curl Noise

VEX101 - Generating Randomness

VEX101 - If-Statements_Pt 12

VEX101 - Intersecting_Lines_Pt_17

VEX101 - Packed Primitives _ Primitive Intrinsics

VEX101 - Pixel Sorting_Pt 16

VEX101 - Repetition_Fake_Hanging_Wires_Pt15

VEX101 - Starting A Function Library

VEX101 - Transformation Matrix Intuition

VEX101 - Why Quaternions

VEX101- Implementing A Paper Hidden Point Removal

Volumes 101 -  VDBs vs. Standard Volumes

Volumes 101 - Adding Colliders To Our Solver

Volumes 101 - Adding Forces To Our Solver

Volumes 101 - Art Directing Velocity Volumes

Volumes 101 - Breaking Up Smoke Sims

Volumes 101 - Curvature

Volumes 101 - Curvature Driven Growth

Volumes 101 - Custom Kernels in OpenCL

Volumes 101 - Dissolving Geometry

Volumes 101 - Juliabulb Using Volume Procedurals

Volumes 101 - Kernels Sharpening A Smoke Sim

Volumes 101 - Linear Volume Ramp_Pt_24

Volumes 101 - Multistate Cellular Automata in OpenCl

Volumes 101 - Organic Cells

Volumes 101 - Point Advection

Volumes 101 - Reaction Diffusion in OpenCL

Volumes 101 - Reshaping SDFs

Volumes 101 - Signed Distance Fields

Volumes 101 - Vector Volumes

Volumes 101 - Volume Basics

Volumes 101 - Volume Booling

Volumes 101 - Volume Displacement Shader

Volumes 101 - Volume Gradient

Volumes 101 - Volume Procedural Basics


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