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