sidefxtraining
03-24-2011, 04:55 PM
Side Effects Software operates in-house training of Houdini at its Santa Monica, CA location. Here are the upcoming classes for the month of April. More detailed information can be found by visiting the following link:
http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=114&Itemid=215
April 7, 2011: Intro to SHOPS & VOPS
A VOP network defines a shader. This class will provide an introductory look at creating these networks in Houdini 11. We will explore the SHOP context, designing shader user interfaces, and the basic concepts of shader development using VOP shading operations. By working through a project using color manipulation, displacement, and simple math we will build a dynamic and interactive custom shader.
Prerequisites: Basic familiarity with Houdini is required.
April 21, 2011: Texture My Dragon
This class will cover Houdini's UV tool-set and explain how to use these tools to UV unwrap an organic character for custom painted textures.
Prerequisites: Basic familiarity with Houdini is required.
April 28, 2011: Procedural Modeling
This class will answer the question what procedural modeling actually is. We will use Houdini's unique procedural architecture to create a setup that will automatically produce variations of geometry based on set parameters using the example of a bobsleigh run. In this class we will explore the use of the dot product and the cross product, we will work with the 'ForEach SOP', with vectors and attributes, and use stamp functions and channel references.
Prerequisites: This is an intermediate level class.
http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=114&Itemid=215
April 7, 2011: Intro to SHOPS & VOPS
A VOP network defines a shader. This class will provide an introductory look at creating these networks in Houdini 11. We will explore the SHOP context, designing shader user interfaces, and the basic concepts of shader development using VOP shading operations. By working through a project using color manipulation, displacement, and simple math we will build a dynamic and interactive custom shader.
Prerequisites: Basic familiarity with Houdini is required.
April 21, 2011: Texture My Dragon
This class will cover Houdini's UV tool-set and explain how to use these tools to UV unwrap an organic character for custom painted textures.
Prerequisites: Basic familiarity with Houdini is required.
April 28, 2011: Procedural Modeling
This class will answer the question what procedural modeling actually is. We will use Houdini's unique procedural architecture to create a setup that will automatically produce variations of geometry based on set parameters using the example of a bobsleigh run. In this class we will explore the use of the dot product and the cross product, we will work with the 'ForEach SOP', with vectors and attributes, and use stamp functions and channel references.
Prerequisites: This is an intermediate level class.
