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## Three Houdini Training Just : 99 $

**Now : Math In Houdini FX VOL 1&2 Combined Just For: **(79 $), You Will Save 60$

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`Content Details - 19 video lesson with audio (1280 × 720).`

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Duration – 06 hours 44 mins
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`Price - $67.98`

**Lesson plan**

1. **Introduction to vectors** – What is the vectors and, why we need it in math and physic and CG ?.

2. **Dot product definition** – Introduction to Dot product equation in math: input, return, formula, spatial situation, deficiency of Dot product .

3. **Dot product and angle calculate **– Simple example in Houdini for using Dot product to calculate angle between two geometry.

4. **Dot product inside flip fluid 01** – Create custom force attribute for controlling fluid behavior.

5. **Dot product inside flip fluid 02** – Solving deficiency in Dot product and final behavior test.

6. **Cross Product definition **– Introduction to Cross product equation: what we need to know about Cross Product for using in CG, and what we don't need ?.

7. **Cross Product and particles 01 **– Aiming dynamic force in particles by Cross product for creating ** windy curves** (like frozen animation film).

8. **Cross Product and particles 02 **– Adding randomizing vector to Cross product and update vector every 10 frames.

9. **Cross Product and particles 03 **– Add amplitude to Cross Product direction vector and final simulation.

10. **Cross Product and particles 04** – Reorient all curves by one direction using *For each SOP*.

Hello Everyone,

**Description**: This training demonstrates the big role of Math in creating visual effects and controlling the simulation behavior in Houdini FX animation software. I will cover many of the most popular math topics in computer graphics and I will show you how to apply these concepts inside Houdini with some **cool projects**. I will focus on what we need to know from math for using in VFX without diving into complex mathematical details as this training is not about pure math. I will show you how the **Dot product **can be used with the Flip Fluid, and how to create windy curves using the **Cross product**, and how the **Matrices** can determine the velocity and store the rotation data.....and many other features of using **Math in Houdini**.

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11. **Cross Product and particles 05 **– Emitting particles from curves and creating advanced time manipulating expressions with time shift node .

12. **Matrix 01 **– Rotate the attributes by Matrix to save the orientation after rotation.

13. **Matrix 02 **– Generate Matrix using *Align Vex Node* and create attributes to store reorientation Matrix in, Create advanced reorient system using Matrices and *For Each*.

14. **Matrix 03 **– Without Matrix it will need a code of 20 lines to do this effect, Modify particles velocity vector by rotation matrix.

15. **Sine Function 01 **– What is the sine function parts in math.

16. **Sine Function 02 **– Adding two sine wave to simple grid.

17. **Decay Solver 01 **– What is the decay and what are the types of decay in life.

18. **Decay Solver 02 – **Creating decay solver simulation in Houdini to decay physical attributes like fluid's temperature, viscosity and cloth's wetness….etc.

19. **Manipulate Rang[0-1] – **Creating 10 different complex shapes from simple point number expression.