《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX

学习教程《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX已关闭评论1,199
中文名称: FumeFX高级训练教程
外文名称: FXPHD FUM201 Intermediate FumeFX
资源分类: 教程 FumeFX Fume FUM201 FXPHD
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《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX-图片1
当今大型电影绝伦的特效,不禁让你要惊叹其合成的逼真与强大!!fxphd 教育机构出品的教程,相信大家都知道,都为业界的高端教程。

《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX-图片1《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX-图片1《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX-图片1《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX-图片1

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。而流体特效一直以来都是3ds Max的一个伤口,无法与Maya Fluid Effects [1] [2] 抗衡。其主要原因是现阶段3ds Max还没有集成内置的流体动力学运算引擎,导致人们通常要去使用Realflow这样的独立流体插件来在3ds Max中实现流体效果,虽然效果令人满意,但要让Realflow配合3ds Max的动力学、脚本、粒子系统一起使用的话,操作起来显然就没有一个内置的流体力学插件来得方便,而3ds Max现有的内置流体力学插件的效果也是不尽如人意的,因此我们也很少能看到一部大片中有通过3ds Max来实现流体效果的案例。
2006年12月,SitniSati公司(原Afterworks)发布了一款新的3ds Max流体力学插件 —— Fume FX,该插件是基于真实物理中流体力学原理而设计的,主要是为3ds Max 用户提供火焰、浓烟、爆炸及其他流体效果的解决方案。与之前所有3ds Max的流体插件相比,Fume FX最大的特点就是它不仅能很好地模拟出复杂流体气体的运动行为,同时还能考虑到物理学中温度、重力、燃料、能量等因素对模拟效果的影响,这对计算机图形学发展作出的贡献是巨大的。从官方网站所提供的图片来看,Fume FX 的效果已经相当不错了,完全可以满足大片中流体效果的需求。

《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX-图片2《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX-图片2《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX-图片2《FumeFX高级训练教程》FXPHD FUM201 Intermediate FumeFX-图片2

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!