Primal Predator Houdini Edition

Primal Predator Houdini Edition

To know more about this course : https://nyjofx.com/primal-predator-houdini

On our website you can find different course edition with different price and the possibility to split payment in 3 installments.

One of the most important thing is understanding how the entire VFX production pipeline and workflow works, so that's why all our new Masterclass are 100% project based. Mastering VFX shots creation using different tools and features is a complex task, putting all pieces together starting from an empty scene and make it working will gives you a complete skillset to create amazing reel contents and be ready to stay in production as a freelancer or in company team.

Learning Houdini seems a complex task, a lot of artists tries to learn it but then stops due to the stepping learning curve. Years ago I had to learn it to use it in production so I tried to find the best way to learn it in a simple way and I can admit that it works 100%.

In this course I will share my secrets and techniques for creating impressive shots in Houdini, understanding and controlling its power in the simplest way possible to be productive and being able to master water and pyro FX, creating scenes from scratch, modeling with procedural techniques, preparing complex setup in Solaris and prepare amazing and realistic renders with Karma and many more stuff.
Lesson by lesson we'll build our skillset to become a professional artist or move your career to next level...

Join our comprehensive Houdini course and discover the secrets of creating breathtaking shots featuring thrilling dinosaur chases. This course will equip you with the skills to craft mesmerizing scenes filled with explosive action, captivating water effects, and an array of impressive visual effects. Our course covers every aspect of the process. Learn how to harness the power of Houdini and unleash your creativity as you bring these incredible shots to life. Embark on an exciting journey where you'll master the art of cinematic storytelling and create awe-inspiring visuals that will leave your audience in awe. Don't miss this opportunity to become a master in Houdini and take your skills to new heights also if you are a beginner. Let' start creating amazing shots !

Primal Predator Houdini Edition
  • Primal Predator Houdini Course - Shot 05 Behing the scenes 1

    In Shot 05 we'll cover many stuff, some of them are related to :
    - scene assembly
    - scattering techniques
    - Pyro FX
    - destruction and secondary debris setup
    - Vellum solver (plant dynamic)
    - Advanced scene and lighting setup in Solaris/Karma
    - Rendering techniques
    - Compositing and Final Grading

  • Lesson 01 - Shot 01 Introduction

    In this lesson we'll start talking about the project we have to work on, and step by step we'll start playing with Houdini talking about workflow, naming convention, initial terrain creation and custom UI management.

  • Lesson 02 - Shot 01 Heighfield modeling & masks

    In this lesson we'll move forward wth main terrain model. We'll focus on adding some nodes to generate the terrain details like distort, noise, erosion and flow field. We'll take a look at feature masking generation, network optimization and group management.

  • Lesson 03 - Shot 01 Finalizing layout & cameras

    Finalizing terrain modeling adding export nodes and attributes cleaning, adding camera animation working on UI customization and curve editor, and preparing a new optimized layout scene setup using exported data.

  • Lesson 04 - Shot 01 Initial Solaris Setup

    In this lesson we have to move forward from "Layout/Modeling" phases to scene assembly and lighting, so it is time to start playing with Solaris and Karma. We'll take care about initial setup and general informations about USD scene description, importing stuff from obj/sop to stage layering.

  • Lesson 05 - Shot 01 Terrain texturing with COPs

    In Lesson 05 we'll tak about COPs, the old compositing feature set we have in Houdini. We'll use it to pick the heighfield, extract it features and export some data to textures, or build a simple/basic color map.

  • Lesson 06 - Shot 01 Terrain Shading

    In Lesson 06 we'll move forward with Terrain Look development. First of all we'll prepare a basic terrain material using MaterialX standard nodes mixing together the COPs textures prepared before with custom terrain maps.

  • Lesson 07 - Shot 01 Basic look dev setup with Solaris

    In this lesson we'll take a look at look dev with Solaris. How we can add reference balls and the color table, how we can tweak the Solaris network to render terrain and ref assets separately, adding animation for models and light rig, creating a more complex light rig, etc etc

  • Lesson 08 : Shot 01 Creating our 1st Slapcomp

    In this lesson we'll take a look at using the old COP network, (internal compositing tools), to prepare a basic slapcomp setup for our Terrain Lookdev test. We'll see how to import images, comp them, adding text, comment and scene data and how to export it to a sequence.

  • Lesson 09 : Shot 01 Understanding Scattering - Part 1

    Scattering tools are really useful to accomplish many tasks in computer graphics. In Houdini we have many ways to use scattering to generate natural ecosystem. In this lesson we'll start talking about scattering techniques, trying to understand how it works and which is the best solution for Shot...

  • Lesson 10 : Shot 01 Understanding Scattering - Part 2

    In this lesson we'll continue talking about scattering techniques. We'll see how to play with some initial scattering techniques inside an instancing node in Solaris, how to manage and manipulate point density, making distribution variation etc etc.

  • Lesson 11 : Shot 01 Understanding Scattering - Part 3

    In this lesson we'll update the terrain material and light rig to be able checking materials in a better way, then we'll start working on tree materials and environment fog.

  • Lesson 12 :Shot 01 Preparing final scattering

    In this lesson we'll tweak the tree and grass scattering setup using heighfield/terrain features. Then we'll tweak a little bit the lighting setup to have a nice preview quality.

  • Lesson 13 : Shot 01 Finalizing plant instancing

    In Lesson 13 we'll use the scattering setup to add all plants, two diffrent instancing setups with variants.

  • Lesson 14 : Shot 01 Preparing a foggy cloud

    In this lesson we are going to add a foggy cloud to the environment using cloud generation tools, tweaking various params, mixing two layers together with different setup and then tweaking it as standard volume to find the right look. Shading will be done using a Karma Pyro Material.

  • Lesson 15 : Shot 01 Preparing Clouds

    In Lesson 15 we'll try to use a setup similar to the foggy cloud to generate a complete cloud layer to cover entire sky, we'll tweak cloud look with cloud generation tools, Pyro material and using simple scattering techniques. We'll introduce the possibility to create custom UI params to control ...

  • Lesson 16 : Shot 01 Finalizing Setup

    In this lesson we'll prepare final camera animation and we'll tweak the Solaris network to work with diferent cameras, lighting setup, etc etc.

  • Lesson 17 : Shot 01 Sampling management techniques

    In this lesson we'll talk about some small shading tweaks, and then we'll go deeper talking about rendering setup related to AOVs, sampling and optimization.

  • Lesson 01 : Shot 02 Preparing shot layout anim

    In the 1st Shot 02 lesson we are going to prepare the scene layout picking the dinosaur animation cache, tweaking it, preparing the proxy environment, camera animation and slapcomp setup in COPs.

  • Lesson 02 : Shot 02 Preparing initial lookdev setup

    In this lesson we'll start prearing the Solaris scene setup to work on the dinosaur look dev, we'll take care about importing assets, creating new cameras, working on dinosaur static/animated/360 setup with custom UI, etc etc

  • Lesson 03 : Shot 02 Dinosaur Lookdev - Part 1

    In this lesson we'll start working on dinosaur materials using MtlX shaders with Karma, we'll use the textures received with the dino assets trying to figure out how to obtain best results with the stuff we have working on custom color correction, image manipulation, additional procedural layers,...

  • Lesson 04 : Shot 02 Dinosaur lookdev - Part 2

    In Part 2 we'll finalize all materials to achieve final dinosaur look dev.

  • Lessonb 05 : Shot 02 Dinosaur lookdev - Part 3

    In this lesson we'll fix a noise UV coords issue playing with rest attribute and tweaking shader setup, then we'll prepare the slapcomp network in COP

  • Lesson 06 : Shot 02 Light scene / Wet map solver

    In this lesson we'll start preparing the light scene using the Lookdev Solaris setup and adding the water and environment proxy meshes, we'll prepare the underwater volume and all needed shaders, then we'll prepar a simple setup to simulate wetmap on the dinosaur' skin based on the animated water...

  • Lesson 07 : Shot 02 Wet map tweaks / Flip introduction

    In this lesson we'll make some tweaks to the wet map solver to give us the possibility to have wet map attribute under the water line too, then we'll start preparing the initial FLIP fluid setup at SOP level.

  • Lesson 08 : Shot 02 Flip setup

    In this lesson we'll focus on SOP Flip setup playing with solver parameters, adding forces to control waves etc etc

  • Lesson 09 : Shot 02 Complete FLIP setup

    In Lesson 09 we'll move forward with the FLIP solver preparing all parameters and trying to understand how meshing can works, everything will be ready to move to next task the whitewater setup.

  • Lesson 10 : Shot 02 Whitewater initial setup

    In this lesson we'll tweak some simulation parameters to be able to move data to whitewater. We'll see some initial features related to tweaking ww source and then preparing its solver to cache an initial foam simulation.

  • Lesson 11 : Shot 02 Finalizing whitewater setup

    In this lesson we'll take care about finalizing whitewater playing with erosion, repellants, and some additional params to find best compromise between simulation speed, quality and memory usage.

  • Lesson 12 : Moving sim data to Solaris/Karma

    In Lesson 12, we'll take care about Whitewater exporting to Solaris to be rendered, same for fluid mesh, so we'll prepare a temp Karma setup for all layers to see if everything is working fine before moving FX layer to lighting scene.