The VFX School TableTop Food Simulation Vol 01
Free Download The VFX School TableTop Food Simulation Vol 01
Are you ready to start Tabletop Food Simulation and show off your ability to create extraordinary food simulations?
Tabletop Food Simulation is a window to a new world of opportunities in an industry that is ripe with demand for this type of VFX. Right now, many different brands of food products such as ice cream, cereals, coffee, milk, and sweets, have a strong preference for using CGI techniques in their TV commercials and social media video ads.
These projects have traditionally been done in software like RealFlow, Phoenix FD, and Bifrost. However, the latest updates to Houdini have made it the perfect alternative to create this type of simulation.
Houdini is most commonly used to create large-scale simulations such as oceans, seas, rivers, and a host of other elements. However, in this course, you will learn to take advantage of Houdini’s potential to create small-scale simulations quickly and easily.
Through Tabletop Food Simulation, we will create 5 incredible projects from scratch, considering every detail in a step-by-step process, until we produce the final render.
In the shading and rendering section, we will use Solid Angle Arnold, one of the preferred and most powerful rendering engines used in the VFX industry.
After completing Tabletop Food Simulation, you will have the necessary knowledge to face similar projects with confidence. You can also make your own version of each of the projects in the course to create an eye-catching, high-quality Demo Reel.
Week 1 – Coffee Beans Flying Through The Air Setup
01 – Introduction
02 – Creating the Project
03 – Importing the Assets
04 – Copy to Points
05 – Adding Variation
06 – Building the DOP Network
07 – Adding Velocity
08 – Refining the Simulation
09 – Tweaks and Retiming
10 – Duplicating the Sim and Adding a Camera
11 – More Tweaks
12 – Setting up Shaders
13 – Refining the Shaders
14 – DOF and Final Render
Week 2 – Blueberries & Chocolate Chips Dropping on a Bed of Yougurt Setup
01 – Introduction
02 – Creating a New Project
03 – Creating the Camera and the Yogurt
04 – Mountain and Attribute Transfer Nodes
05 – Deforming with Velocity
06 – Creating the High Value
07 – Creating the Low Value
08 – Adding the Chocolate
09 – Assigning Materials
10 – HDR and Grid Lights
11 – Tweaking Shaders
12 – Final Render
Week 3 – Milk Chocolate, Coconut & Caramel Pouring on an Ice Cream Bar Setup
01 – Introduction
02 – Creating a new Project
03 – Building the Sim
04 – Adding Viscosity
05 – Adding the Collider
06 – Creating the Emitter
07 – Sourcing the Emission
08 – Sourcing Velocity and Viscosity
09 – Adding more Emitters
10 – High Res Sim
11 – Meshing
12 – Separating the Layers
13 – Assembling the Scene
14 – Shader and Render Setup
15 – Fluid Shaders
16 – Finishing the Shaders
17 – Light Blocker
18 – Final Render
Week 4 – Splash Using a Stream of Milk & Strawberry Setup
01 – Introduction
02 – Creating a New Project
03 – Starting the Emitter
04 – Adding Noise to the Emitter
05 – PolyExtrude
06 – Animating the Emitter
07 – First Sim
08 – Animation Tweaks and Time Scale
09 – Adding the Collider
10 – Updating the Stawberry Animation
11 – Viscosity and Surface Tension
12 – High Res Cache
13 – Creating a Mesh
14 – Adding Materials and a Light
15 – Milk Shader
16 – Strawberry Shaders
17 – Final Render
Week 5 – Crown Splashes Setup
01 – Introduction
02 – New Project
03 – Copy to Points
04 – RBD Simulation
05 – Adding the Camera
06 – Building the Flip Sim
07 – Adding the Collider
08 – Refining the Initial Fluid
09 – Viscosity and Surface Tension
10 – Collider Velocity
11 – Final Tweaks
12 – High Res Sim
13 – Meshing
14 – Transform Pieces
15 – Retime
16 – Shader and Render Setup
17 – Yogurt Shader
18 – Strawberry Shaders
19 – DOF and Final Render
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