一品教程
《Houdini表面散射渲染教程》英语版
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  • 发布时间:2016-2-17 02:01
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本教程是由cmiVFX机构出品的Houdini表面散射渲染教程,时长:55分,教程使用软件:Houdini,大小:165 MB,MP4视频格式,语言:英语。
cmiVFX Houdini Intro to Subsurface Scattering
This lesson will tackle the learning process involved with Houdini’s interpretation of Subsurface Scattering rendering. Find out how to add this trick to make your renders look more real then every before.
The Project
The setup of the scene is a very important step, getting a nice result would be difficult without a good understanding of how it was conceived. In the first parts of the lesson you will be introduced to the project and to the way the scene is built to give clarity to move through the topics smoothly.
Subsurface Scattering
As usual, Houdini offers many ways to accomplish a task and the same goes for Subsurface Scattering. We'll dive into the world of SSS and the different methods it offers. Using strait forward examples, you will understand how to use this feature and what is needed for it to work correctly.
Lights And Materials
Light affect directly the SSS results. We'll talk about how to create and assign the non SSS materials and most importantly, how to create the SSS material for our juice. Understanding how to start a material, if it is a modified built in Houdini material or if you'll be starting from scratch is always something to think about when searching the right look for your render. Mastering attributes on the points of an object and use them inside your shading network will become clear to you.
Render Refinements
To finish off this image, you still need to create the material for the straw, which will also need SSS, so you will apply one more time what you've learned so far to create that material and get your Juicy result!

About The Author
Georges Nakhle is 25 years old, lebanese, and has a masters degree in mechanical engineering. he has a wide artistic and scientific knowledge, he began his art steps with traditional painting and sculpting then gained a diploma in dramatic monologue (acting -singing), he has worked as a writer and perfomer in radio and TV. combining arts and science led him to CG, so he mastered many tools including Maya and Houdini among others, he's also a programmer so he's currently working for Dassault Systemes in Paris-France and he had also worked in combination between Dassault-Systemes and Mental rr-sc.com Images the makers of mental-ray. He is very picky about the details and he believes that every small detail contributes to the finished product.
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