Softimage 2011 Essentials Learning Videos
This collection of videos created by Digital Tutors introduces new users to the features of Sofimage 2011.
Introduction and Project Overview
This course will give you a foundational knowledge of how to create various volumetric effects using the Softimage Render Tree and the Interactive Creative Environment, or ICE.
Creating a basic ICE simulation in Softimage
In preparation for the rendering portion of this course, we will begin to construct an ICE particle simulation.
Adding randomized forces to our ICE tree simulation
In order to create more natural particle movements, we will add a variety of forces to our ICE Tree simulation.
Using the Particle Volume Cloud and Density nodes
Learning how to use the Particle Volume Cloud and the Density nodes in the Render Tree is a vital component of volumetric particle rendering.
Using scalar textures to control particle density
In order to create complex volumetric patterns within our rendered particles, we will utilize scalar textures in the Render Tree.
Understanding the impact of particle size and density
The size of our ICE particles and the overall particle count can have a dramatic impact on our rendered result.
Rendering thick, billowing smoke - part 1
To begin giving our rendered ICE particles the look of dense, billowing smoke, we will utilize the Particle Renderer and Particle shaper compounds.
Rendering thick, billowing smoke - part 2
To finish giving our ICE particles the look of thick, volumetric smoke, we will begin adjusting the nodes contained within our Render Tree shading compounds.
Using ICE to simulate a large bank of clouds
By utilizing the Filter By Texture Map node, we can create an ICE particle simulation which can generate an entire sky of cloud-like particles using a single emitter.
Rendering realistic clouds using ICE - part 1
Before spending a great deal of time perfecting the look of your volume shaders, it is recommended that you first set up any lights and environments your scene may require.
Rendering realistic clouds using ICE - part 2
To create a highly customized density pattern in our rendered clouds, we will combine multiple scalar textures in the Render Tree.
Rendering realistic clouds using ICE - part 3
Incorporating light scattering effects into our cloud volume can add a greater sense of realism, while ambient occlusion can dramatically enhance fine details within the volume.
Understanding the Lookup Table in Softimage
The Lookup Table plays a critical role in determining the render speed and the level of detail contained within a rendered volume.
Rendering rolling flames using ICE - part 1
It may not always be possible to get the rendered look you want by only using one point cloud. Certain effects, such as flames emitting smoke, can be accomplished much more efficiently by using multiple point clouds.
Rendering rolling flames using ICE - part 2
The Particle Gradient node provides a very high level of control over a point cloud's color, transparency and luminance.
Rendering rolling flames using ICE - part 3
To finalize the rendered appearance of our rolling flame, we will rely on density maps and other density adjustments.