FXPHD FUM201 – Intermediate FumeFX
FXPHD出品的FumeFX的中级教程 - FUM201 Intermediate FumeFX,虽然说是中级教程,但是也包含一些基础的部分,但是更多的是高级方面的知识,而且还讲解了跟NUKE结合制作,绝对是学习FumeFX的好教程。
Fumefx是一款强大的流体动力学模拟插件,其强大的流体动力学引擎可以模拟出真实的火、烟、爆炸等常见气体现象。
模拟流体复杂的运动及其制作流体特效动画,一直以来被运用在计算机图形的各个领域,同时也是计算机图形学内比较广的一个研究课题。
FXPHD fum201–中间个
在中间的烟雾中,我们跳权的深层次,最初引入了大量的核心概念背后的油烟外汇和如何一致的求解器的工作,如烟气外汇,凤凰,玛雅流体等所有工作。这些基本的主题是至关重要的了解流体,以及越来越多的动手学习的初始步骤,如何烟气汇的作品,以及它的界面和大量的强大的关键功能。
在整个本次研讨会,所有的学生将面临着大量的高端内容直接从一些你最喜欢的好莱坞电影的实际拍摄的镜头。我们有很多的关键技术和功能,在很多今天的最新的功能电影和看很多的核心知识,将有助于在每一种情况下,让您采取这方面的知识进一步应用在您自己的拍摄和实际制作。
中间烟气汇是专为中级和高级用户,但每一个教训是解释的方式,大多数人应该能够跟上。这是一个必须对所有的外汇爱好者!…
类别1:对烟气的处理和流体过程的概念介绍。创建各种例子,并通过使用烟气外汇的整体流程。
2类:创建一个逼真的燃烧弹扔到空中。这是基于一个涉及被抛在空中缓慢的莫洛托夫鸡尾酒音乐视频的实际生产,符合现实的和无缝的拍摄镜头的火。
3类:在这类集我们创建一个现实的和危险的喷火matchmoved真人画面,就像我们会在一个真正的电影生产流水线。创建一个高详细的外观,这一轰动效应的火焰和现实的特点!
4级:继续在3班,我们在渲染我们的影响的先进技术,以及照明我们的镜头和以这些层成核复合我们所有的层次和等级我们整个镜头模仿我们会做一个电影制作。
类5:创建逼真的等离子,电气和烟雾的神奇效果。在这里,我们期待在发展现实等离子和其他影响,是完全不同的,他们如何行为,相比,标准化的火灾,烟气的设计,创造。我们也期待在方法复合这些元素核。
6类:利用喀拉喀托火山和烟气FX粒子对流,我们模拟一个物体落在海底,踢了通量和污垢的地面真实。利用分区和其他功能。一个很好的例子就是加勒比海盗,海盗们在一个接近脚的水下行走时,有一个很好的机会。这实际上是一个技术,我们开发了一些对超人的一些水下效果,我们正在开发。
7类:在这里我们把上周的流体模拟数据和管道通过喀拉喀托火山生成逼真的水下砂材质从数以百万计的粒子产生,我们还利用各种先进的着色技术和喀拉喀托火山的KCM着色器编辑器来开发我们的影响整体外观,以及后期的渲染和合成都是在一起的。
8级:创建大规模的烟雾羽状物-这里我们看到了建筑高度详细的大量烟雾模拟大为30的高,如用于大规模的石油烟雾羽毛和火山。此外,我们还包括先进的技术,优化我们的流体模拟!
9级:在我们最后的教训中,我们采取了一个真实的坦克生产的坦克,并创建一个导弹撞击坦克的行动,并摧毁它在一个巨大的爆炸,使用每一个工具和技术,在我们的处置!
10级:继续从我们的最后一节课,我们开发额外的火灾和烟雾层,以及使我们所有的通行证的复合到一个真实的镜头!该技术将利用我们已覆盖到目前为止为怪物的样板,必将在卷轴上看伟大的一切!
FXPHD FUM201 – Intermediate FumeFX
In Intermediate Fume FX, we jump right in the deep end, initially introducing a lot of the core concepts behind Fume FX and how Congruent Solvers work – such as Fume FX, Phoenix, Maya Fluids etc. all work. These fundamental subjects are crucial to understanding fluids, as well as getting more hands on in learning the initial steps to how Fume FX works, as well as it’s interface and a lot of it’s powerful key features.
Throughout this workshop, all students will be challenged with a lot of high end content taken straight out of actual production shots from some of your favorite blockbuster Hollywood films. We cover a lot of key techniques and features used on a lot of todays latest feature films and look at a lot of the core knowledge that will be help in every case and allow you to take this knowledge further to apply in your own shots and on actual productions.
Intermediate Fume FX is designed for Intermediate and Advanced users, but each lesson is explained in a way that most people should be able to keep up. This is a must have for all FX enthusiasts!…
Class 1: A conceptual introduction to Fume FX & Fluids processes. Creating various examples and walking through the overall process of using Fume FX.
Class 2: Creating a realistic molotov cocktail thrown through air. This is based on a real production for a music video involving a slow motion molotov cocktail being thrown through the air, to match realistically and seamlessly to the filmed shots of fire.
Class 3: In this set of classes we create a realistic and menacing flamethrower matchmoved to live action footage, like we would in a real film production pipeline. Creating a high detailed look for the flame and realistic characteristics for this blockbuster effect!
Class 4: Continuing on from Class 3, we look at advanced techniques for rendering out our effects, as well as lighting our shots and taking these layers into Nuke to composite all of our layers and grade our entire shot to mimic what we would do in a film production.
Class 5: Creating realistic plasma, electrical and magical effects with Fume. Here we look at developing realistic plasma and other effects that are quite different in how they act, compared to the standardized fire that Fume is designed to create. We also look at methods to composite these elements in Nuke.
Class 6: Utilizing Krakatoa and particle advection with Fume FX, we simulate an object falling down onto the ocean floor, kicking up flux and dirt off of the ground realistically. Taking advantage of partitioning and other features. A great example is pirates of the Caribbean there’s a great shot of when the pirates are walking under water of a close up foot disturbing the ground. This is actually a technique we developed for a few shots on superman for some underwater effects we were developing.
Class 7: Here we take last weeks fluid simulation data and pipe it through Krakatoa to generate realistic underwater sand shader generated from millions of particles, we also use various advanced shader techniques and Krakatoa’s KCM shader editor to develop the overall look of our effect, as well as later render and composite all of it together.
Class 8: Creating large scale smoke plumes- here we look at building highly detailed massive smoke for simulations as big as 30’ tall, such as used for massive oil smoke plumes and volcanoes. In addition we also cover advanced techniques for optimizing our fluid simulations!
Class 9: In our final lesson we take a real production shot of a tank, and create an action shot of a missile impacting on the tank, and destroying it in a massive explosion, using every tool & technique at our disposal!
Class 10: Continuing on from our last class, we develop additional fire and smoke layers, as well as render all of our passes out to composite into a realistic shot! This technique will utilize everything we have covered so far for a monster showpiece that will definitely look great on the reel!
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