The magic of Houdini / Will Cunningham ; with contributions by Peter Bowmar, Jason Iversen, and Dave Johnson.
Material type: TextPublication details: Boston, MA : Thomson Course Technology, 2006.Description: xx, 355 p. : ill. (some col.) ; 19 x 23 cmISBN:- 1598630822
- 9781598630824
- 006.6 HOU
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Standard Loan | Clonmel Library Main Collection | 006.6 HOU (Browse shelf(Opens below)) | 1 | Available | 30026000069426 |
Enhanced descriptions from Syndetics:
Houdini has long been a dominant tool used in the creation of some of the most awe-inspiring animation and cinematic effects ever made. It is preferred by numerous studios for their most demanding challenges. If you go to the theater and see something that blows your mind, it is a good bet that Houdini had a hand in it. Now you can conquer the amazing technology of Houdini with confidence. With this book, you will learn how to apply each of Houdini's breathtaking features to your projects as you take on modeling, character animation, particle effects animation, dynamic simulation animation, shading, digital asset creation, and rendering. The Magic of Houdini is full of exercises, tips, and illustrations to help you tackle each new skill. Get ready to experience the mystery, the majesty, the magic of Houdini
Includes index.
Ch. 1. Introduction and welcome -- Ch. 2. 3D concepts reviewed -- Ch. 3. Houdini interface -- Ch. 4. Object operators (OBJs) -- Ch. 5. Surface operators (SOPs) -- Ch. 6. Additional SOPs practice -- Ch. 7. Animation -- Ch. 8. Particle operators (POPs) -- Ch. 9. Shader operators (SHOPs) -- Ch. 10. VEX operators (VOPs) -- Ch. 11. Digital assets -- Ch. 12. Dynamic operators (DOPs) -- Ch. 13. Render outputs (ROPs) -- Ch. 14. And so it ends?
Table of contents provided by Syndetics
- 1 Introduction and Welcome
- 2 3D Concepts Reviewed
- 3 The Houdini Interface
- 4 Object Operators (OBJs)
- 5 Surface Operators (SOPs)
- 6 Addition SOPs Practice
- 7 Animation
- 8 Particle Operators (POPs)
- 9 Shader Operators (SHOPs)
- 10 VEX Operators (VOPs)
- 11 Digital Assets
- 12 Dynamic Operators (DOPs)
- 13 Render Outputs (ROPs)
- 14 And So It Ends?