houdini tutorial database

HIP Tricks Volume V

HIP Tricks Volume V

A little bit of history of the Hip Tricks Series and an overview of everything that will learn in this title, get ready to be blown away with information.

Simple Compositing
We start by setting the basics straight, we all need to be on the same channel before we dive into hard into compositing, so if you know little about the subject, this will prepare you for everything else that’s coming.

How To Integrate 3D Into COPs Directly ( Workflow )
We will learn the basic workflow of getting the 3D and 2D compositing parts of Houdini to play together, they love each other and play really nice wit each other, once you learn the basics you can see lots of opportunities to enhance and take advantage of the power that Houdini puts at your hands and how easy is to get to the creative part an artist.

Creating The Death Ray
Taking this 3D to 2D workflow we’ll create an amazing Death ray effect, focusing more on enhancing simple 3D geometry, taking that and making it look 100 times better by applying a few clever effects. This is a key lesson that helps you realize the power of COPs, a must see.

Green Screen Using The Keyer COP
Of course we had to do green screen and Houdini is actually no stranger here, it has a really nice Keyer for the job, we’ll use production footage from the movie Tears of Steel from ( CC ) Blender Foundation. This lesson will helps us see how to make production footage and extract a matte, will do a simple composite and apply a few effects to better integrate the composite.

Color correction
Now we need to get the plates to match in color, cause plates can come from so different sources, different cameras, light setups, etc, so we need to match them color wise so it looks like one cohesive composite and the audience never notices that the different elements were separate.

Custom Passes
A composite is made by different elements, foreground, mid ground, background, etc, but also each of those parts almost always have different subparts on them, we call them passes, layers etc, this are basically elements broken down into more elements like diffuse, specular, reflection, object mattes, etc, this low level elements are use to have better control of the final image and to better address the changes that might come from the supervisor, director or client.

We’ll see how to make Houdini give us extra image planes, object passes and custom passes exported from Shaders, this is a great lesson and the info just in this chapter justifies the price of the whole title.

Custom COPs
Now that we played with the out-of-the-box Houdini toys is time to BUILD OUR OWN, yeah, that’s right, we’ll build our tools, why?, well in production you often build custom tools, because you need to do something your way, because the tool doesn’t exist, something you do a lot and don’t want to build from scratch every time and because is freaking fun.

In this lesson we’ll build from simple to complex to get ready, we’ll start with a Drop Shadow tool, something that Houdini is missing and is really easy to build, then a Glow Tool, again simple basics put into a bundle to recreate a classic effect, stuff starts getting clever here by building a pixelator effect, the tool is easy to do but is clever stuff, then we’ll build our own Chroma Keyer, yeah our OWN, will get the formula, yeah Math, and translate that into Houdini, if that’s not enough we’ll build our own Spill Removal tool, this tool is so freaking efficient, I don’t think I’ve seen something as effective as this even in commercial plugins.