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The VFX School TableTop Food Simulation Vol 01

2-02-2021, 02:40   |   Category: Tutorials, Special

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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