Fitting the level of detail into the plan of the shot.Ĭlass 4: Rigid body dynamics and procedural fragmentation – Goes into setting up a solid and extensible structure for ridid body dynamics (RBD) in Thinking Particles. The treatment of different types of materials like wood, concrete, glass, etc. We’ll get into how rough sketches, simple animation and particle effects are used to plan a shot, laying its foundations and setting it on the right course.Ĭlass 3: Fragmentation – We’ll go over the techniques used to fragment and prepare the assets for dynamics. Hristo Velev is an effects artist at Pixomondo, delivering FX for projects like ’2012? and ‘Sucker Punch’.Ĭlass 1: Modeling for dynamics – We’ll go through the needs and pecularities of modeling for effects – which the FX artist needs to either do or supervise, to get the necessary assets.Ĭlass 2: Previz and layout – The power and importance of composing effects scenes in the previs and layout stage is one of the big lessons in FX. It is a holistic view of the process – from planning, through fragmentation, rigid bodies, particles, fire/smoke, down to management and assembly. Coming from a feature film production background, the focus is on quality and efficiency. He is currently Lead Lighting Instructor at MPC.Quote: The course goes into the techniques used in doing visual effects work with 3DS Max and its plugins – Thinking Particles, Rayfire, and FumeFX.
Fxphd 202 software#
He is a member of the Visual Effects Society and a beta tester for numerous software tools including Katana, RenderMan and Nuke. He learned Katana at Sony Pictures Imageworks and has been teaching it since 2013. He has been in the 3D and Visual Effects industry since 1990 and has worked on movies such as Lara Croft: Tomb Raider, Godzilla and Batman v Superman: Dawn of Justice. The course is taught by Matt Leonard who currently lives in Vancouver, Canada. Throughout the course we'll be using Katana 2.1v1, RenderMan 20.6, Maya 2016 and Nuke 9.0v8 (10 when released). The course has been designed for anyone interested in learning Katana for the first time or a junior level artist looking to extend their knowledge to the next level. Katana has become the key Look Dev and Lighting tool for many of the world's top Visual Effects companies including Industrial Light and Magic, MPC, Digital Domain and of course Sony Picture Imageworks. We'll also cover many features of RenderMan and how it seamlessly integrates with Katana. We will be going in-depth on both the standard tools and the more advanced features such as building Interactive Render Filters, Templates and Super Tools. The first part of the course will be focused on Look Development, using an all CG shot, and the second part on Lighting, based off a live action plate. From there we'll learn about building and assigning Materials to geometry, creating lights via the Gaffer, setting up the renderer and defining render passes.
Fxphd 202 how to#
We'll start by looking briefly at how to properly import data into Katana from Maya and have it organised in a way that utilises Katana's powerful 'Collection Expression Language'. This course will take a new artist through all the key features of Katana while focusing on two main projects.