Mikhail provides in-depth details of VFX production for Attraction. He goes right from the early stage of pre-production through all the fascinating effects. How they generate an authentic city and then destroy it, develop design of alien exoskeleton and spaceship, make genuine clouds and atmosphere, and why they needed to make a CG fighter pilot. At the end you will hear how they adjusted their work principles to accomplish all this with a relatively small team of 50 people in just 1 year.
Pluralsight's John Moncrief examines an advanced scatter tool created using Houdini Engine for Unity. This session will take you through building a tool that will randomize and scatter assets (like trees or rocks) based on several different factors including slope calculations, curve based boundaries, and other procedural info read in from a Unity terrain.
SideFX's Scott Keating covers some of Mantra's new rendering capabilities and how to take advantage of the new Material workflows in Houdini 16. From there, we will look at how to take advantage of Material Style Sheets when assigning materials and assembling your scene.
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