About the Author |
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xi | |
About the Technical Reviewer |
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xiii | |
Acknowledgments |
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xv | |
Chapter 1 Introduction to Visual Effects (VFX) |
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1 | (10) |
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The Importance of Visual Effects |
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1 | (4) |
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The Need to Create Visual Magic |
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5 | (1) |
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6 | (5) |
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Chapter 1: Introduction to Visual Effects |
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6 | (1) |
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Chapter 2: History of Visual Effect |
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6 | (1) |
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Chapter 3: Industrial Application for VFX |
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7 | (1) |
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Chapter 4: Introduction to FX in Maya |
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7 | (1) |
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Chapter 5: Working with nParticle FX |
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8 | (1) |
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Chapter 6: Creating Effects with Particle Emissions and Fields/Solvers |
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8 | (1) |
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Chapter 7: Maya's Rigid and Soft Body Systems |
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8 | (1) |
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Chapter 8: Working with Maya Fluids |
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8 | (1) |
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Chapter 9: Magical FX Using Maya |
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9 | (1) |
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Chapter 10: Playing with Maya nCloth |
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9 | (1) |
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Chapter 11: Maya Hair FX Simulation |
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9 | (1) |
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Chapter 12: Technical Fluid Simulation with Bifrost |
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10 | (1) |
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Chapter 13: Procedural Animation FX and Live Action Integration |
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10 | (1) |
Chapter 2 History of Visual Effects |
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11 | (20) |
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The Early Years (1829-1959) |
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13 | (5) |
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The Optical Years (1960-1976) |
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18 | (1) |
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The Glorious Years (1977-1982) |
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19 | (2) |
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The Digital Realm (1983-1988) |
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21 | (1) |
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The Fall of Optical (1989-1993) |
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22 | (1) |
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Going Mainstream (1994-1996) |
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23 | (1) |
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Every Man and His Dog (1997-1999) |
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24 | (1) |
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The Coming of Age (2000-2003) |
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25 | (1) |
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No Going Back (2004-2009) |
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26 | (1) |
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Beyond the Impossible (2010-2013) |
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27 | (1) |
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Oscars for Best VFX Movies (2014-2020) |
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28 | (1) |
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29 | (2) |
Chapter 3 Industrial Applications of VFX |
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31 | (22) |
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Visual Effects and Special Effects |
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31 | (1) |
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Planning for a Visual Effects Shot |
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32 | (2) |
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Industry Practices for VFX |
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34 | (4) |
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34 | (4) |
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Software, Tools, and Techniques Used to Render Visual Splendor Onscreen Effects |
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38 | (6) |
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38 | (1) |
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39 | (1) |
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40 | (1) |
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Unreal Engine (For Real-Time FX) |
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41 | (2) |
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43 | (1) |
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43 | (1) |
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44 | (9) |
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44 | (1) |
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45 | (1) |
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46 | (1) |
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46 | (1) |
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47 | (1) |
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47 | (1) |
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48 | (1) |
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48 | (1) |
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49 | (1) |
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50 | (1) |
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50 | (1) |
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51 | (2) |
Chapter 4 Introduction to FX in Maya |
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53 | (34) |
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Maya's User Interface (UI) |
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53 | (8) |
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54 | (1) |
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54 | (1) |
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55 | (1) |
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56 | (1) |
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56 | (1) |
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56 | (1) |
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57 | (1) |
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58 | (1) |
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58 | (1) |
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59 | (1) |
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59 | (1) |
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60 | (1) |
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60 | (1) |
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The Animation/Character Menus |
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60 | (1) |
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61 | (1) |
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61 | (1) |
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Maya's Viewport Configuration |
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61 | (4) |
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How to Navigate in the Viewports |
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62 | (1) |
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Perspective View Navigation |
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63 | (1) |
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Orthographic View Navigation |
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64 | (1) |
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Getting Started with Visual Effects Simulation in Autodesk Maya |
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65 | (9) |
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74 | (13) |
Chapter 5 Working with nParticle FX |
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87 | (22) |
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87 | (11) |
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Using the nParticles Tool and Instancer |
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98 | (11) |
Chapter 6 Creating Effects with Particle Emissions and Fields/Solvers |
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109 | (30) |
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Real-Life FX Simulations with Solvers and Fields |
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109 | (14) |
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Creating Galaxy and Particle-Based Effects |
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123 | (16) |
Chapter 7 Maya's Rigid and Soft Body Systems |
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139 | (36) |
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Introduction to Rigid Bodies |
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139 | (9) |
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Rigid Body Simulation with Dominoes Using the Bullet Solver |
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148 | (4) |
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Bullet Rigid Body Constraints |
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152 | (11) |
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FX Simulation with Soft Bodies |
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163 | (12) |
Chapter 8 Working with Maya Fluids |
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175 | (44) |
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175 | (1) |
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Fluids Containers in Autodesk Maya |
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176 | (9) |
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Working with the Emitter and the 3D Container |
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185 | (34) |
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191 | (1) |
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Maya Fluids Container Details |
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192 | (4) |
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Emitting Fluids from Point Emitters |
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196 | (3) |
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Emitting Fluids from Volume Emitters |
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199 | (6) |
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Emitting Fluids from Polygonal Surfaces |
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205 | (4) |
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Emitting Fluids from Textures |
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209 | (3) |
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Emitting Fluids from Particles |
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212 | (4) |
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Emitting Fluids from Curves |
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216 | (3) |
Chapter 9 Magical FX Using Maya |
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219 | (30) |
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Creating Fire, Fireworks, Lightning, Shatter, and Smoke Effects |
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219 | (20) |
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The Get Effects Asset Library |
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239 | (6) |
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245 | (4) |
Chapter 10 Playing with Maya nCloth |
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249 | (26) |
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249 | (4) |
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Working with the Passive Collider |
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253 | (2) |
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Play with nCloth Attributes |
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255 | (14) |
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The Power of nConstraints for Effective and Efficient Simulations |
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269 | (6) |
Chapter 11 Maya Hair FX Simulation |
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275 | (38) |
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Foundation Concept for Hair Creation |
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275 | (12) |
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287 | (13) |
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Creating and Simulating Long Hair |
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300 | (11) |
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Using the Maya Hair Library |
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311 | (2) |
Chapter 12 Bifrost Simulation |
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313 | (26) |
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Importance of Bifrost Fluids |
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313 | (14) |
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Computing and Executing a Water Simulation Shot |
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327 | (9) |
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Working with the Bifrost Library |
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336 | (3) |
Chapter 13 Procedural Animation FX and Live Action Integration |
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339 | (36) |
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Integrating 2D and 3D Worlds |
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339 | (10) |
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Creating 3D Visual Effects with MASH |
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349 | (23) |
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372 | (3) |
Index |
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375 | |