影视动画视频教程
模块: |
建模 |
软件: |
Clarisse iFX Houdini 其他软件 |
讲解: |
英文+英文字幕 |
播放时长: |
6小时37分钟 |
版权: |
本资源来自互联网,仅供学习交流 |
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自然环境场景创造技巧教程 - Natural Environment Creation Techniques - The Gnomon Workshop
百度网盘
链接:https://pan.baidu.com/s/1s8felki8dyRBpmZAO0jUMw?pwd=aqp3
提取码:aqp3
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(111 Bytes, 下载次数: 13, 售价: 15 金钱梦币)
这个由 Alessandro Cangelosi 举办的为期六小时的研讨会详细介绍了他用于创建大型自然环境(例如用于视觉效果的环境)的技巧和技术。该工作流程展示了如何使用 Clarisse V4 以及 Houdini 和 Terragen 创建具有逼真天空、大气效果和程序资产的令人印象深刻的 CG 环境。
This six-hour workshop by Alessandro Cangelosi details his tips and techniques used to create large-scale natural environments, such as those used in visual effects. The workflow shows how Clarisse V4, as well as Houdini and Terragen, can be used to create impressive CG environments with realistic skies, atmospheric effects, and procedural assets.
虽然环境艺术家可以使用许多工作流程,但 Alessandro 解释了为什么他选择的工具是必不可少的,例如用于创建逼真的天空、云的 Terragen,以及用于为基于图像的照明技术生成背板。在介绍了 Terragen 并展示了如何利用其大气和云渲染功能之后,讲座深入到 Houdini,揭示了如何处理地形建模、建造山脉、添加各种尺寸的细节,以及如何使用区域蒙版,以及许多其他基本任务。 Houdini 还演示了如何创建岩石和雾,详细说明了工作流程作为每个技能水平的基本设置。此外,Alessandro 还介绍了导出岩石 (Alembic) 和云 (VDB) — 一切都是按程序生成的。
While there are many workflows available to environment artists, Alessandro explains why his tools of choice are essential, such as Terragen for the creation of realistic skies, clouds, and for generating backplates for image-based lighting techniques. After introducing Terragen and showing how to take advantage of its atmospheric and cloud-rendering features, the lecture dives into Houdini, revealing how to tackle terrain modeling, build mountains, add details of all sizes, and how to use area masks, along with many other essential tasks. Houdini is also demonstrated for the creation of rocks and fog, detailing the workflow as a basic setup for every skill level to follow. Additionally, Alessandro covers exporting the rocks (Alembic) and clouds (VDB) — everything is generated procedurally.
继续工作流程,Alessandro 将地形、岩石和云带入 Clarisse,在那里他分享了他准备场景阻挡和处理初始照明设置的过程。该研讨会使用点云、粒子绘制工具、散点图和许多其他 Clarisse 功能,分解了完整的场景修饰工作流程,并介绍了使用 Quixel Megascans 设置植被。
Continuing the workflow, Alessandro takes the terrain, rocks, and clouds into Clarisse where he shares his process for preparing scene blocking and tackling an initial lighting setup. Using Point Clouds, Particle Paint Tool, Scatter, and many other Clarisse features, this workshop breaks down the complete scene-dressing workflow and offers an introduction to vegetation setup using Quixel Megascans.
研讨会的最后一部分讨论了为 3D 植物、地形、程序置换创建自定义着色器、添加实例颜色以及在不同细节级别应用变化。关键的照明阶段也被分解,同时渲染场景准备好在 Fusion 中进行外观开发。
The final section of the workshop discusses creating custom shaders for 3D plants, terrain, procedural displacement, adding instanced color, and applying variations at different levels of detail. The critical lighting stage also gets broken down, along with rendering the scene ready for look-development in Fusion.
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