程序化基础:理解3D和2D数据Understanding 3D & 2D Data with Houdini & Unreal Engine
If you are not clear about how computers interpret and manipulate data behind the scenes of pretty pixels we see on the screens then this tutorial can be of interest to you.
This is just one episode of the Proceduralism Basics series Dr. Hou is planning to release in the near future so stay tuned!
We hope you enjoy this tutorial! We would much appreciate your support! Please like, subscribe and share the links below.
More tutorials & procedural projects can be found on CG Circuit: https://bit.ly/399YWXw
Or ArtStation: https://illiastatkevych.artstation.com/store
You can also support/sponsor the production of Dr. Hou tutorials & First Iteration indie games by donating. You are welcome to request a topic in a message when donating. Donors with significant donations will be mentioned as sponsors in the next free tutorials. https://www.paypal.com/donate/?hosted_button_id=3D2R4G2KZL2LY
In this course, revisit some basics of proceduralism with Dr. Hou (a fictional Head of Training & Community Contributions @ First Iteration created & performed by Illia Statkevych) and learn how computers differentiate and store data in general, what kind of data is behind 3D objects and 2D pictures and how we can manipulate it using the code of a programming language like Houdini VEX or visual programming languages like Unreal Blueprints and Houdini Geometry Nodes or any other framework or platform.
This tutorial is great for artists who are new to procedural workflows or aspiring programmers who are just starting to learn about programming and proceduralism or anyone else who is interested to learn more about 3D & 2D data. This is not an in-depth course but an overview to get a better understanding so all that’s needed is an open mind & your attention.
After watching this class, the padawans should: have a better understanding of how data is stored in a computer; learn about various data types and why so many exist; understand the difference between variables, parameters & attributes; learn about classes, structures, arrays, matrices and other complex data types & lists in Unreal & Houdini; learn about how 3D objects are represented as data and what the difference between points, vertices, edges, primitives & detail in Houdini; have a better understanding of 2D data within Unreal shaders (materials) and how pixels & UVs are represented as data and how we can manipulate them procedurally to alter images real-time.
Key takeaways, learn about:
– how data is stored
– various data types (int, float, string, boolean and derivatives)
– variables, parameters & attributes
– classes, structures, arrays, lists, matrices, sets, maps & dictionaries
– 3D data (points, vertices, edges, primitives & detail)
– 2D data (pixels & UVs)
– shaders (materials)
– how the above looks like in Unreal Blueprints, Houdini Geometry Nodes and VEX
Chapters:
00:00 INTRO
00:42 HOW DATA IS STORED
02:09 DATA TYPES
05:39 VARIABLES | PARAMETERS | ATTRIBUTES
16:26 STRUCTURES | ARRAYS | MATRICES
20:22 POINTS | VERTECIES | EDGES | PRIMITIVES (3D DATA)
30:28 PIXELS | UVs (2D DATA)
39:37 OUTRO
Some quick reference material by Matt Estela:
https://www.tokeru.com/cgwiki/index.php?title=Points_and_Verts_and_Prims
Prerequisites:
Open mind, eagerness to learn, a cup of tea or coffee, moderate attention span, anyone should be able to follow.
Level: Proceduralism Beginner
Would like to follow, support or simply have a question for us? Let’s connect!
https://firstiteration.co/
LinkedIn: https://www.linkedin.com/company/firstiteration/
Facebook: https://www.facebook.com/FirstIteration
Twitter: https://twitter.com/first_iteration
ArtStation: https://www.artstation.com/illiastatkevych
谷歌翻译:
如果您不清楚计算机如何解释和操作我们在屏幕上看到的漂亮像素幕后的数据,那么您可能会对本教程感兴趣。
这只是侯博士计划在不久的将来发布的程序主义基础系列的一集,敬请期待!
我们希望您喜欢本教程!我们将非常感谢您的支持!请喜欢,订阅和分享下面的链接。
更多教程和程序项目可以在 CG Circuit 上找到:https://bit.ly/399YWXw
或 ArtStation:https://illiastatkevych.artstation.com/store
您还可以通过捐赠来支持/赞助侯博士教程和第一次迭代独立游戏的制作。欢迎您在捐赠时在消息中请求主题。在接下来的免费教程中,将提到有大量捐款的捐赠者作为赞助商。 https://www.paypal.com/donate/?hosted_button_idu003d3D2R4G2KZL2LY
在本课程中,与 Hou 博士(由 Illia Statkevych 创建和执行的虚构的培训和社区贡献负责人@First Iteration)重温程序主义的一些基础知识,并了解计算机如何区分和存储数据,3D 背后的数据类型对象和 2D 图片,以及我们如何使用像 Houdini VEX 这样的编程语言或像 Unreal Blueprints 和 Houdini Geometry Nodes 这样的可视化编程语言或任何其他框架或平台的代码来操作它。
本教程非常适合刚接触程序工作流程的艺术家或刚开始学习编程和程序化的有抱负的程序员,或者任何有兴趣了解更多关于 3D 和 2D 数据的人。这不是一门深入的课程,而是一个概述,以便更好地理解,因此所需要的只是开放的心态和您的注意力。
看完这堂课,学徒们应该: 更好地理解数据是如何存储在计算机中的;了解各种数据类型以及为什么存在如此多的数据类型;了解变量、参数和属性之间的区别;了解 Unreal & Houdini 中的类、结构、数组、矩阵和其他复杂数据类型和列表;了解如何将 3D 对象表示为数据,以及 Houdini 中的点、顶点、边、图元和细节之间的区别;更好地理解虚幻着色器(材质)中的 2D 数据,以及如何将像素和 UV 表示为数据,以及我们如何通过程序操作它们以实时更改图像。
关键要点,了解:
– 数据是如何存储的
– 各种数据类型(int、float、string、boolean 和导数)
– 变量、参数和属性
– 类、结构、数组、列表、矩阵、集合、地图和字典
– 3D 数据(点、顶点、边、基元和细节)
– 2D 数据(像素和 UV)
– 着色器(材料)
– 以上在虚幻蓝图、Houdini 几何节点和 VEX 中的样子
章节:
00:00 介绍
00:42 如何存储数据
02:09 数据类型
05:39 变量 |参数 |属性
16:26 结构 |阵列 |矩阵
20:22 点 |顶点 |边缘 |基元(3D 数据)
30:28 像素 | UV(二维数据)
39:37 结束
Matt Estela 的一些快速参考资料:
https://www.tokeru.com/cgwiki/index.php?titleu003dPoints_and_Verts_and_Prims
先决条件:
开放的心态,渴望学习,一杯茶或咖啡,适度的注意力,任何人都应该能够跟随。
级别:程序主义初学者
想关注、支持或只是想问我们一个问题?让我们连接!
https://firstiteration.co/
领英:https://www.linkedin.com/company/firstiteration/
脸书:https://www.facebook.com/FirstIteration
推特:https://twitter.com/first_iteration
艺术站:https://www.artstation.com/illiastatkevych