'Daydreamer' Production Pipeline Volume 6: Dynamics

In this Houdini tutorial, we'll take a look at the visual effects portion of the pipeline for a short we produced for SIGGRAPH. Software required: Maya 2016 and Houdini 14.
Course info
Level
Advanced
Updated
Sep 14, 2015
Duration
1h 23m
Table of contents
Description
Course info
Level
Advanced
Updated
Sep 14, 2015
Duration
1h 23m
Description

In this Houdini tutorial, we'll take a look at the visual effects portion of the pipeline for a short we produced for SIGGRAPH. Throughout the tutorial, we'll look at how to identify what's needed from the FX department by breaking down the animatic. We'll learn how to build an effective visual effects pipeline that fits the project's needs, and how to get elements in and out of various software packages. We'll discuss using optimized workflows for Houdini DOPs production, geometry caching workflows, and how to create rendered elements for use in NUKE. This tutorial doesn't go step-by-step through all of the assets we used, but it's intended to provide you with an insight to the overall concepts, production methodology and workflow. Before beginning this tutorial, we recommend you have a familiarity with the general concepts of Houdini's dynamics context, surface operators, and rendering workflow. By the end of this Houdini training, you'll have an understanding of how all of the FX were created for the Daydreamer production pipeline series. Software required: Maya 2016 and Houdini 14.

About the author
About the author

John is the resident Houdini and dynamics author at Pluralsight.

More from the author
Introduction to RenderMan RIS in Houdini
Beginner
3h 14m
Jan 12, 2016
Introduction to Houdini 15
Beginner
7h 28m
Nov 11, 2015
More courses by John Moncrief
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, I'm John Montgrieve, and in this course we take a look at the effects portion of the pipeline for the Daydreamer short that we produced for se-graf. During this course, we'll be discussing several topics, including how to identify what's needed from the effects department by breaking down the animatic, how to build an effective visual effects pipeline that fits the project's needs, how to get elements in and out of various software packages, optimized workflows for Houdini DOPs production, geometry caching workflows, and also how to create passes and rendering elements for use in NUKE. Now, this course does not go step-by-step through all of the assets that we use. It's intended rather to provide you with an insight to the overall concepts, production methodology, and workflow. We'll also be discussing several tips and tricks that you can use in your own projects. But before beginning this course, I recommend that you have a familiarity with the general concepts of Houdini's dynamics context, surface operators, and rendering workflow. But don't worry, if you're new to Houdini, I recommend checking out the newer introductory courses on our website to get up to speed quickly and easily. With that in mind, let's go ahead and get started with our first lesson.