
I think the author himself is also an FX TD. I find the topics very practical as an FX artist. Maybe the promo video might give that impression from the mathy-techy lingo. It’s definitely not just for highly technical people. I was able to quickly put what I learnt into practice at work, instead of waiting for a specific shot a tutorial covers, to be assigned to me for FX. It turned out a lot more useful this way too. That’s why it took me so long to finish it mostly over the weekends and some weekdays after work. I was going through it a few videos at a time. I didn't need a programming background or anything, which I have none! Everything was broken down into logical chucks instead of a single 3 hour video that explains everything. I will have to re-watch some of these videos to understand them fully, but they were still relatively easy to follow. It was pretty advanced for me as there were serious hardcore optimization methods that I still need to get my head around.
#Codes for a vex limit switch full
By the time I reached the adaptive subdivision, subdivision limit surface and fully VEX-based Catmull-Clark subdivision, I could feel the full intensity of the lessons. The later topics about gradient computation, gradient ascent/descent, contour lines, etc were quite new to me and very open-ended, so I enjoyed these the most. When it started to cover convolution kernels, interpolations, blurring and sharpening, it started to challenge me a bit, but still not far from my comfort levels. As for the content: I rate myself intermediate level so the initial chapters about point clouds were well covered and easy to understand. As I progressed through the course I could see the amount of attention to detail that went into creating this kind of material. I also liked the general style that starts with introduction, followed by breakdown and concepts, and finally the implementation. Each video was on point, cleanly edited, no dilly dallying or watering it down with fluff talk that just bloats the course length. I think the content and style is top-notch, super focused. I just finished this course and I wanted to write a short review about it. ]ġ4 - Concept 15 - Implementation 16 - Decoupling Operatorsġ9 - Introduction 20 - Concept 21 - ImplementationĢ4 - Introduction 25 - Concept 26 - Implementationģ1 - Introduction 32 - Implementation 33 - Blurring Attributesģ8 - Introduction 39 - Concept 40 - ImplementationĤ1 - Planar Geometry - Introduction 42 - Planar Geometry - Concept 43 - Planar Geometry - Implementation 44 - 3 D GeometryĤ5 - Introduction 46 - Concept 47 - Implementation 48 - HeightfieldsĤ9 - Introduction 50 - Concept 51 - Implementationĥ4 - Introduction 55 - Implementation 56 - Hashingĥ7 - Improving OpenSubdiv Catmull- Clark Subdivision Surfaces Algorithm 58 - Half- Edgesĥ9 - Eliminating Groups 60 - Custom Fusing In VEX 61 - Recreating Proximity Structures In VEX 62 - Get Unshared Edges In VEX 63 - Final OptimizationsĦ4 - Introduction 65 - OpenSubdiv Patches 66 - Moving Points to the Subdivision Limit Surface 67 - Scattering Points on the Subdivision Limit Surface 68 - Generating a Point Cloud on the Subdivision Limit Surface 69 - Pre- Generating a Point Cloud on the Subdivision Limit Surface 70 - Creating Isolines on the Subdivision Limit Surfaceħ1 - Computing Surface Normals from the Subdivision Limit Surfaceħ2 - Concept 73 - Converting Edges to Primitives 74 - Creating New Edge Pointsħ5 - Concept 76 - Implementation 77 - Preserving & Interpolating Attributes 78 - Multithreading by Connectivity 79 - C++ vs VEX 80 - Preserving Groups 81 - Final OptimizationsĨ2 - Introduction 83 - Concept 84 - Modeling Test Geometry 85 - Starting from Edge Divide 86 - Creating New Face Points 87 - Creating New Edge Pointsĩ0 - Concept 91 - Implementation 92 - Preserving Primitive Groups & Interpolating Primitive Attributesĩ3 - Concept 94 - Implementation 95 - Preserving Vertex Groups & Interpolating Vertex Attributes for Open Polygons 96 - Implementing Iterations 97 - Preserving Literal Groups 98 - Creating Neighbour Primitives 99 - Final Changes 100 - Testing On Complex Geometryġ13 - Concept 114 - Implementation 115 - Open Surfaces - Handling Corner Points 116 - Handling Non- Manifold Topologyġ17 - Reverse Engineering OpenSubdiv 118 - Implementationġ19 - Reverse Engineering OpenSubdiv 120 - Implementation 121 - Handling Open Polygonal Curvesġ22 - Full Geometry 123 - Sub- Geometry 124 - Testing On Complex Geometryġ26 - Concept 127 - Implementation 128 - VEX vs C++ġ29 - Introduction 130 - Sea Caustics 131 - Pool Caustics 132 - Conclusion 03 - Introduction 04 - Implementation 05 - pcfilter() Implementation for pcfind()Ġ8 - Excluding the Current Point & Ad- Hoc Groups 09 - Finding Min & Max Neighbour Points
