Maya and Fume FX Dust in Production

Dust hits are a very common effect in VFX. In this course, you will go through different and efficient techniques for creating and rendering all sorts of dust in a production environment. Software required: Maya, FumeFX Plugin, SOuP Plugin.
Course info
Level
Intermediate
Updated
Dec 15, 2016
Duration
1h 24m
Table of contents
Description
Course info
Level
Intermediate
Updated
Dec 15, 2016
Duration
1h 24m
Description

There are many different techniques available to simulate feature quality dust. In this course, Maya and Fume FX Dust in Production, you will simulate all sorts of dust from a car crash in a production shot. First, you will learn how to automate dust emission using the SOuP plugin. Next, you'll learn classic particle and surface emission methods. Finally, you'll learn how to use effectors to automate dust emission in FumeFX, and render it all in Arnold with the most flexibility for compositing. When you're finished with this course, you will have the skills and knowledge of and FX Artist to create feature quality dust simulations in production. Software required: Maya, FumeFX, SouP Plugin.

About the author
About the author

Joel Berg is an FX Artist from Vancouver. He has worked for various VFX companies on blockbuster and Oscar nominated films. Currently, Joel is in Vancouver working for a small studio on video game trailers.

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Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hello everyone, my name is Joel Berg, and welcome to my course, Maya and FumeFX Dust in Production. I'm an effects artists, previously from studios such as MPC, Prime Focus, and I'm currently at Icon Creative Studio. Dust is a very common effect in production, there are many ways of going about doing these effects, and it's always useful to know a few different methods for creating any type of effect. In this course, we're going to learn a few different techniques for creating common dust hits. Some of the major topics that we will cover include, automating dust hits with the SOuP plugin, particle and surface emitters, using affectors to automate dust emission, and rendering with RGB lights and passes in Arnold. By the end of this course, you'll know how to utilize these techniques for your own effects, and be more efficient with your workflow. Before beginning this course, you should have a good understanding of Maya, and a basic understanding of FumeFX and Arnold. I hope you'll join me on this journey to learn FumeFX with the Maya and FumeFX Dust and Production course, at Pluralsight.

Installing SOuP Plugin for Maya and Setting up Your Shot
Hello everyone. So in this module we're going to go through setting up our shot before we get in to emitting our dust. So the first thing we want to do is go to the SOuP website, right up here, soup-dev. com. And we're going to click on Tools, and here we can see the latest build for the SOuP plugin and the supported Maya versions. So if we just download this plugin here, and go to our Downloads here, you'll see we've got a few folders, and the only thing we want to do is drag and drop our plugins, and we'll find our corresponding version here, maya2017_win, in this case, and we're going to drag this over to our Autodesk folder in the Maya2017, bin, plug-ins folder, and here you can see it here. So now that that's done let's go back and, we're not going to use the opensource folder at all, but we will drag the icons, shelves, and viewTemplates folder, and we're going to put this in our Documents, maya, your corresponding version, and preferences folder. So, let's just drag and drop those in there, and now when we load up Maya, if we just make sure in the Settings Preferences, the Plug-in Manager, that we've got SOuP loaded, and here it is, and that's great. So if we go to our soup tab, there's a few icons on the left, and if you click on the left one you'll see all the nodes that we have access to now. And we're just going to use a couple of these for this tutorial, but there's a lot of options. So that's it for this lesson, and in the next lesson we'll start setting up our shot.