Author: Alexander on 17-11-2016, 16:12
fxphd course MODO 701 Particles, Dynamics & Effects

FXPHD - MDO201 MODO 701 Particles, Dynamics & Effects
10 Classes Project Files Included MP4


At the ce of the Modo pipeline resides an extremely powerful dynamic simulation and particle effects engine. In this course, well take an in-depth examination of the moving components of the Modo particle system, hard and soft body dynamics and the rendering pipeline f these exciting effects. The Modo particle system has a strong ce of features that will allow us to easily create an array of emitter types, particle modifiers, collision effects, flocking and particle terminats.
In addition to expling the Modo particle system, prof Pat Crandley will share some invaluable production techniques along the way as we exple scene management, object referencing, the role of the gradient edit and how the new animation wkflow can be used to animate, simulate, and render particle effects in Modo.
Pat Crandley has been a 3D modeler, animat and edit in the computer animation and visual effects industry f over 10 years. Crandley served as the Post-Production Supervis f the 3D Animation department at MTV and oversaw the production of a computer animated series called Video Mods. He also wked as the lead modeler and animat f a series of commercials f Coke, Mikes Hard Lemonade and Debers Diamonds. He recently finished wking at Peppers.TV as the Seni 3D Artist and Technology Geek. Currently, Pat is teaching the next generation of 3D modelers and animats at Sacramento City College and The Art Institute of Califnia: Sacramento.
CLASS 1
This course will begin with an overview of the replicat system. Many of the ce components of the particle system stem from Replicats, so well exple the simple, yet powerful, set-up procedures f adding Replicats to our scene. In addition, well also take a look at the animation layout and briefly discuss the process of animating in Modo.
CLASS 2
In der f us to quickly populate our scene with particles, we need to understand the basic simulation system in Modo. Well exple the the different simulation types, their features and the best production pipeline f adding simulations in to our scene. Through this process of learning how to generate simulations in Modo, youll learn how to simulate rigid body dynamics in Modo.
CLASS 3
Now that we have a basic understanding of how the Modo simulation engine operates, lets begin to exple the different emitters types in Modo. The array of emitters types will allow us to create a huge spectrum of effects, so lets exple these unique items in Modo. Emitters, Radial, Curve, Surface, Source.
CLASS 4
Collect Emitters are simulations that are based on the result of another simulation. Through the complex netwk of schematic nodes, well create compound particle effects in Modo. Lets check it out!
CLASS 5
At times, we want the parameters of our particles to be effected by events within our 3D scene. Well look at that role of Terminats and discover how we can filter events within our scene to kill our particles spawn new particles. Paired with Falloffs, Terminats are an exciting addition to the particle engine in Modo and ultimately allow us to create dynamic particle effects.
CLASS 6
We take a look at how to apply fces within our 3D scene. The Modo particle system allows us to create a series of intricate fces that will influence our particle simulations in some really awesome ways. Lets check it out! Any fce item can be linked to a particle simulation as a filter. Particles will accelerate based on the strength of the fce at their location and their mass. These are the same fces used f rigid body dynamics.
CLASS 7
At the ce of the Modo particle system resides a powerful engine that allows us to intelligently parse particle simulations on rules, expressions, within the scene. Adding Particle Modifiers to the schematic layout of our scene can instantly change the complexity, accuracy and creative result of our particle system.
CLASS 8
The Particle Operat is a general filter modifier type item that can be used to process and modify all particles in a simulation based on user selected Features. Lets take a look at how we can set-up our scene to include this exciting new addition to the Modo particle system.
CLASS 9
We are going to talk about Flock and Dynamic Colliders. Flocking is a particle operat that creates fces between particles that produce distinct particles groups clumps. The Dynamic Collider has no user adjustable attributes in the Properties panel, it is merely meant as a bridge to share data between a particle simulation and a soft hard-body dynamics simulation when calculating collisions between them. This allows users to control which simulations are necessary to share data, which can save valuable calculation time f complex simulations of all types. Lets take a look!
CLASS 10
We wrap up our introduction to the particle system in Modo by addressing a few strategies on rendering particle simulations in Modo. Rendering passes is easy to setup in Modo, so lets take a moment to exple this feature.

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