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.
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
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
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.
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 thinkingParticles01-00_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_introduction01_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 dynamicsclass 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
- TP4 - Intro
- TP4 - Basics 01 - Crash Course
- TP4 - Basics 02 - UI Navigation and Moving Multiple Operators
- TP4 - Basics 03 - Recreating the PFlow default system in TP
- TP4 - Basics 04 - Learn Debug EARLY
- TP4 - Basics 05 - Pitfalls Part 1
- TP4 - Basics 06 - Pitfalls Part 2
- TP4 - Math 01 - Vector Math
- TP4 - Medium 01 - Distance Condition - Understanding Direction Outputs
- TP4 - Medium 02 - Animated Values, Curves, and GraphOp
- TP4 - Medium 03 - Spin Around Velocity Cross-Product
- TP4 - Medium 04 - Data Channels 1
- TP4 - Medium 05 - Data Channels 2 - Example 2
- TP4 - Medium 06 - Memory 1 - The Basics
- TP4 - Medium 07 - Memory 2 - Shoot Blue at Found
- TP4 - Medium 08 - Detecting Changes in Particle Data
- TP4 - Medium 09 - Detecting Changes in Direction
- TP4 - Medium 10 - Detecting Changes in Direction v2 - Up vs Down
- TP4 - Medium 11 - Weighted Random
- TP4 - Medium 12 - Increasing Chance Over Time v1
- TP4 - Medium 13 - Increasing Chance Over Time v2
- TP4 - Medium 14 - Gradient Ramp Interpolation
- TP4 - Medium 15 - Maxscript Controllers on Helpers
- TP4 - Medium 16 - Expression Operator
- TP4 - Adv 01- MakeLine
- TP4 - Adv 02 - MakeLineDir
- TP4 - Adv 03 - PPassAB vs PSearch - Part 1 - Discussion
- TP4 - Adv 04 - PPassAB vs PSearch - Part 2 - Example
- TP4 - Adv 05 - PSearch Iterate - Part 1 - Iterate Through Memory
- TP4 - Adv 06 - PSearch Iterate - Part 2 - Find Largest
- TP4 - Adv 07 - Iterator and Intersect v1 - weighted random directional sampling
- TP4 - Adv 09 - VolumeBreak 1 - VolumeCell
- TP4 - Adv 10 - VolumeBreak 2 - SC Impact Activation
- TP4 - Adv 11 - Painted VB Cell Breaking
- TP4 - Adv 12 - Canyon Camera Map Activation
- TP4 - Adv 13 - Material Structure
- TP4 - SC 01 - SC with TP ShapeJoint helper nodes
- TP4 - SC 02 - Detecting Impact Force
- TP4 - SC 03 - Calculating the proper output direction vector
- TP4 - SC 04 - Auto-Joint System 1
- TP4 - SC 05 - Simple Collision Jointing
- TP4 - SC 06 - Auto-Joint System 2 - Intersect
- TP4 - SC 07 - Auto-Joint System 3 - Surface Sampling
- TP4 - ScriptOp 01 - LifeProgress
- TP4 - ScriptOp 02 - UserDefinedProps
- TP4 - ScriptOp 03 - IsAlive
- TP4 - ScriptOp 04 - AlignmentYPR-Tutorial
- TP4 - ScriptOp 05 - ReflectionDir
- TP4 - ScriptOp 06 - tp_Iterator discussion
- TP4 - ScriptOp 07 - SplineSamplerTutorial
- TP4 - Production Tips 01 - Notes on Approaching Shots
- TP4 - Production Tips 02 - Network Simming Script
- TP4 - Production Shot - 01 - Simple Engine
- TP4 - Production Shot - 02 - Rocket Trail
- TP4 - Production Shot - 03 - Shooter Setup
- TP4 - Production Shot - 04 - Explosion Setup
- TP4 - Production Shot - 05 - VB based on SC Impact
- TP4 - Production Shot - 06 - Ground Crumble Setup
- TP4 - Production Shot - 07 - Meteor Hits City
- TP4 - SquirlArt Crowd - 01 - Intersect and Alignment
- TP4 - SquirlArt Crowd - 02 - Vector math for avoiding objects
- TP4 - SquirlArt Crowd - 03 - Iterating through intersect samples
- TP4 - SquirlArt Crowd - 04 - Intersect sampling & direction determination
- TP4 - SquirlArt Crowd - 05 - Blending method
- TP4 - SquirlArt Crowd - 06 - Closest point on vector
- TP4 - SquirlArt Crowd - 07 - Vector intersection
- TP4 - SquirlArt Crowd - 08 - 01 - Smooth object avoiding setup
- TP4 - SquirlArt Crowd - 08 - 02 - Smooth object avoiding setup
- TP4 - SquirlArt Crowd - 08 - 03 - Smooth object avoiding setup
- TP4 - SquirlArt Crowd - 08 - 04 - CleanUp
- TP4 - SquirlArt Crowd - 09 - 01 - flowField 2D
- TP4 - SquirlArt Crowd - 09 - 02 - flowField 2D TD-Tool
- TP4 - SquirlArt Crowd - 09 - 03 - Integrate flowField into objectAvoidance
- TP4 - Renderers - 01
- TP4 - Config - Customizing Plugin-ini and Thinking-ini
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