Webinar: Maxon Demystifying Post-Production: Wonderful World of Particles
In this series of webinars, the Maxon team explores a wide variety of tools for creating particles in post-production, featuring Cinema 4D, Redshift, X-Particles, After Effects, Particular, Houdini, and even Unreal Engine!
Demystifying Post-Production: Wonderful World of Particles
Join the Maxon Training Team every Monday in July as we explore a wide variety of tools for creating particles in post-production, featuring Cinema 4D, Redshift, X-Particles, After Effects, Particular, Houdini, and even dipping into Unreal Engine.
We’ll cover a brief history of particles, explore workflows for different situations, show unconventional creative treatments, and help you transfer your particle knowledge across multiple tools.
Download project files from the Demystifying Post Production sessions:
Upcoming events and webinars: https://www.maxon.net/en/events
Week 1 – July 4
Master Trainer and particle expert Lionel Vicidomini kicks off the series by looking at the variety of methods you can use natively in Cinema 4D to create and manipulate particles, including standard particles, forcefield, particles on a spline, and clever ways to use the MoGraph tools.
Week 2 – July 11
Cinema 4D Master Trainer Lionel Vicidomini shows you how to get up-and-running with INSYDIUM X-Particles, including a general overview, getting set up, practical examples, and combinations with Redshift to create stunning visuals.
Week 3 – July 18
Senior trainer and particle expert Chad Perkins takes us through After Effects native particle systems, as understanding the functionality of older solutions such as Foam, Shatter, and the Cycore particle effects can help us get more out of newer tools. Chad will then bring us into the modern era with some easy and powerful techniques using Trapcode Particular.
Week 4 – July 25
Senior Trainer and VFX compositor Chad Perkins introduces us to the world of Houdini, and how to create basic particle simulations. You will learn about shelf tools (which are similar to presets) and how to modify them, as well as infusing points with velocity and other particle attributes. We will then take a look at lighting and rendering using Redshift in Houdini, and wrap up by hopping over into Unreal and creating particles natively using Unreal’s powerful Niagara system.
Posted by Kim Sternisha