The VFX School – TableTop Food Simulation Vol 01

The VFX School - TableTop Food Simulation Vol 01
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TheVFXSchool – TableTop Food Simulation Vol 01 – Tutorial Collection

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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.

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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
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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

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