2015/11/28

thinkingParticles payment tutorials

Inspired by "houdini tutorial database", here I make a list of thinkingParticles payment tutorials and it's table of contents. Easy to find them when you need to learn specific topics. Click on the link to buy it.

Allan Mckay Production FX Vol-1

1. Introduction
2. Layout + Pre-viz
3. Dynamics 1 + Fracturing
4. Dynamics 2 + Advanced Thinking Particles Setups
5. Dynamics 3 + Advanced Destruction & Secondary Effects
6. Pyrotechnics + Explosions with Fume FX
7. Pyroclastic Clouds and Heavy Dust with Fume FX
8. Additional Pyro FX
9. Secondary FX and Finishing up Particles + Fluids
10. Advanced Dynamics and Polishing Dynamic Set-Ups
11. Thinking Particles Procedural Impact FX
12. Fume FX Missile Trails
13. Summary 


Digital Tutors - Destroying Your Assets with thinkingParticles in 3ds Max

1. Introduction and project overview
2. Quick introduction to thinkingParticles 
3. Emitting particles 
4. Transforming objects into thinkingParticles 
5. Organizing the workflow
6. Introduction to VolumeBreaker 
7. Fragmenting with RayFire 
8. Transforming characters into thinkingParticles 
9. Adding forces 
10. Adding debris 
11. Adding smaller debris 
12. Creating dust particles
13. Simulating the dust with FumeFX 
14. Adding materials 
15. Finishing touches and refinement 

Thinking Particles Part 1 - A Comprehensive Introduction

Chapter 1 Introduction to thinkingParticles
01-00_Introduction
01-01_What_is_TP
01-02_First_Look_at_UI
01-03_Dynamic_Sets
01-04_Nodes
01-05_Groups
01-06_Heirarchies
Chapter 2 Basic Concepts
02-01_-_Basic_data_types_1_-_particle_and_scalars
02-02_-_Basic_data_types_2_-_vectors
02-03_-_Basic_generation
02-04_-_Basic_conditions
02-05_-_Basic_data_types_3_-_booleans
02-06_-_Velocity
02-07_-_Force_and_friction
02-08_-_Find_and_follow_1
02-09_-_Find_and_follow_2
02-10_-_Shape_and_size
02-11_-_Alignment_and_spin
02-12_-_Materials
02-13_-_Point_collisions
02-14_-_Basic_non-linear_animation
02-15_-_Dynamic_subsets_-_blackboxes
02-16_-_Basic_particle_interaction
02-17_-_Basic_object_interaction
02-18_-_Exporting_particles
02-19_-_A-bomb_and_trajectory_visualization
Chapter 3 - Basic Project
02-20-1_-_Basic_project_-_Overview
02-20-2_-_Basic_project_-_Dynamics
02-20-3_-_Basic_project_-_Shapes_materials_and_rendering
02-20-4_-_Basic_project_-_Compositing

Thinking Particles Part 2 - Intermediate Concepts

00_introduction
01_raycasting
02_referencing
03_motion_inheritance
04_intermediate_generation
05_driving_scene_objects
06_shape_collision
07_pre-broken_fragmentation
08_fragmentation_1
09_fragmentation_2
10_caching
11_joints_introduction
12_joints_procedural
13_physX_dynamics
14_deforming_dynamic_objects
15_deforming_pre-animated_objects
16_displacement_control
17_map_based_object_interaction
18_intermediate_particle_interaction
19_custom_data_streams
20_tp_and_fumefx
21_destruction_project

fxphd MAX202 Visual Effects Techniques with 3DS Max

class 01 Modeling for dynamics
class 02 Previz and layout
class 03 Fragmentation -
class 04 Rigid body dynamics and procedural fragmentation
class 05 Structures - Going further into what can be done with rigid bodies
class 06 Additional animation
class 07 Secondaries - Adding layers of secondary dynamics like chunks, debris, splinters, shrapnel and funny accidentals
class 08 Interactions - Making the existing RBD simulation interact with the environment
class 09 Fluids - Fire and smoke are essential in almost every shot.
class 10 Management - Looks at the key points of managing the FX process, start to finish.

fxphd MAX203 3DS Max Destruction Techniques

Class 1: We start with an overview of the project, the goals of the course and the ideas behind it. 
Class 2: Dealing with with the primary cut of the big earth pieces and building a system to animate them in Thinking Particles.
Class 3: We use the main animation we have prepared and cut the pieces once more, to get detail on the edges. 
Class 4: Working on the third level simulation, where fragments are small enough so we can use procedural fragmentation with VolumeBreaker. 
Class 5: With the base simulation done, we'll cover replacing the big pieces with separate sims - cutting and simulating each independently, to increase the detail and get a sense of scale.
Class 6: At this point we shift from rigid bodies to volumetrics, starting up with dust clouds.
Class 7: Continuing with dust, this class shows how to add two types of dust trails on the falling rigid bodies. 
Class 8: Augmenting the rigid body simulation with simple particle debris. 
Class 9: A second type of debris element - a trail - is added. After that, some special attention is directed towards the options offered by post cache operations.
Class 10: The last lesson brings all the elements we've produced together for inspection and rendering. 

Thinking Particles for Production 

  1. TP4 - Intro
  2. TP4 - Basics 01 - Crash Course
  3. TP4 - Basics 02 - UI Navigation and Moving Multiple Operators
  4. TP4 - Basics 03 - Recreating the PFlow default system in TP
  5. TP4 - Basics 04 - Learn Debug EARLY
  6. TP4 - Basics 05 - Pitfalls Part 1
  7. TP4 - Basics 06 - Pitfalls Part 2
  8. TP4 - Math 01 - Vector Math
  9. TP4 - Medium 01 - Distance Condition - Understanding Direction Outputs
  10. TP4 - Medium 02 - Animated Values, Curves, and GraphOp
  11. TP4 - Medium 03 - Spin Around Velocity Cross-Product
  12. TP4 - Medium 04 - Data Channels 1
  13. TP4 - Medium 05 - Data Channels 2 - Example 2
  14. TP4 - Medium 06 - Memory 1 - The Basics
  15. TP4 - Medium 07 - Memory 2 - Shoot Blue at Found
  16. TP4 - Medium 08 - Detecting Changes in Particle Data
  17. TP4 - Medium 09 - Detecting Changes in Direction
  18. TP4 - Medium 10 - Detecting Changes in Direction v2 - Up vs Down
  19. TP4 - Medium 11 - Weighted Random
  20. TP4 - Medium 12 - Increasing Chance Over Time v1
  21. TP4 - Medium 13 - Increasing Chance Over Time v2
  22. TP4 - Medium 14 - Gradient Ramp Interpolation
  23. TP4 - Medium 15 - Maxscript Controllers on Helpers
  24. TP4 - Medium 16 - Expression Operator
  25. TP4 - Adv 01- MakeLine
  26. TP4 - Adv 02 - MakeLineDir
  27. TP4 - Adv 03 - PPassAB vs PSearch - Part 1 - Discussion
  28. TP4 - Adv 04 - PPassAB vs PSearch - Part 2 - Example
  29. TP4 - Adv 05 - PSearch Iterate - Part 1 - Iterate Through Memory
  30. TP4 - Adv 06 - PSearch Iterate - Part 2 - Find Largest
  31. TP4 - Adv 07 - Iterator and Intersect v1 - weighted random directional sampling
  32. TP4 - Adv 09 - VolumeBreak 1 - VolumeCell
  33. TP4 - Adv 10 - VolumeBreak 2 - SC Impact Activation
  34. TP4 - Adv 11 - Painted VB Cell Breaking
  35. TP4 - Adv 12 - Canyon Camera Map Activation
  36. TP4 - Adv 13 - Material Structure
  37. TP4 - SC 01 - SC with TP ShapeJoint helper nodes
  38. TP4 - SC 02 - Detecting Impact Force
  39. TP4 - SC 03 - Calculating the proper output direction vector
  40. TP4 - SC 04 - Auto-Joint System 1
  41. TP4 - SC 05 - Simple Collision Jointing
  42. TP4 - SC 06 - Auto-Joint System 2 - Intersect
  43. TP4 - SC 07 - Auto-Joint System 3 - Surface Sampling
  44. TP4 - ScriptOp 01 - LifeProgress
  45. TP4 - ScriptOp 02 - UserDefinedProps
  46. TP4 - ScriptOp 03 - IsAlive
  47. TP4 - ScriptOp 04 - AlignmentYPR-Tutorial
  48. TP4 - ScriptOp 05 - ReflectionDir
  49. TP4 - ScriptOp 06 - tp_Iterator discussion
  50. TP4 - ScriptOp 07 - SplineSamplerTutorial
  51. TP4 - Production Tips 01 - Notes on Approaching Shots
  52. TP4 - Production Tips 02 - Network Simming Script
  53. TP4 - Production Shot - 01 - Simple Engine
  54. TP4 - Production Shot - 02 - Rocket Trail
  55. TP4 - Production Shot - 03 - Shooter Setup
  56. TP4 - Production Shot - 04 - Explosion Setup
  57. TP4 - Production Shot - 05 - VB based on SC Impact
  58. TP4 - Production Shot - 06 - Ground Crumble Setup
  59. TP4 - Production Shot - 07 - Meteor Hits City
  60. TP4 - SquirlArt Crowd - 01 - Intersect and Alignment
  61. TP4 - SquirlArt Crowd - 02 - Vector math for avoiding objects
  62. TP4 - SquirlArt Crowd - 03 - Iterating through intersect samples
  63. TP4 - SquirlArt Crowd - 04 - Intersect sampling & direction determination
  64. TP4 - SquirlArt Crowd - 05 - Blending method
  65. TP4 - SquirlArt Crowd - 06 - Closest point on vector
  66. TP4 - SquirlArt Crowd - 07 - Vector intersection
  67. TP4 - SquirlArt Crowd - 08 - 01 - Smooth object avoiding setup
  68. TP4 - SquirlArt Crowd - 08 - 02 - Smooth object avoiding setup
  69. TP4 - SquirlArt Crowd - 08 - 03 - Smooth object avoiding setup
  70. TP4 - SquirlArt Crowd - 08 - 04 - CleanUp
  71. TP4 - SquirlArt Crowd - 09 - 01 - flowField 2D
  72. TP4 - SquirlArt Crowd - 09 - 02 - flowField 2D TD-Tool
  73. TP4 - SquirlArt Crowd - 09 - 03 - Integrate flowField into objectAvoidance
  74. TP4 - Renderers - 01
  75. TP4 - Config - Customizing Plugin-ini and Thinking-ini
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