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MASTERING 3D FX PIPELINE : VOL. 2.1

HOUDINI FOUNDATIONS

DYNAMICS
SIMULATION

3D FX Ⅱ : Systems Breathing Physical Life

Cover Art Vol 2

Convergence Media Art Director & Educator

Sang Jun Kim Author

A Practical Guide Packed
with Field Know-how

FROM LOGIC TO ART

Author Sang Jun Kim

Sang Jun Kim

  • Adjunct Professor, Kyung Hee University
  • Adjunct Professor, Chungkang College of Cultural Industries
  • Creative Media Art Director
  • Former Director/CEO of Major Domestic Post-Production and Media Groups

About the Author

A Convergence Media Art Director and Educator
Blurring the Boundaries Between Industry and Art

Over the past decade, passing through top-tier post-production and media groups in Korea, I have accumulated intensive practical experience at the forefront of the Korean CG and VFX industry. By deeply mastering the high-end software used as a global standard, I have laid the technical foundation to perfectly manifest any imagination in my head into reality on the screen.

However, I realized in the field that advanced technical achievement does not necessarily guarantee the perfection of the work. To leap from a simple technical operator to a creative director equipped with planning ability and artistic philosophy, I have repeatedly conducted academic research on the essence of visual art and media convergence.

This exploration led my CG skills to a new spatial canvas called 'Media Art'. Houdini's procedural algorithms and massive data control power go beyond simple movie effects and become the core driving force of media art that realizes generative visuals. From the media facade 'Creation of Heaven and Earth' presented on the front of the Sejong Center for the Performing Arts, to 'Cinema in Jazz' which attempted interaction between jazz and video, I have proven the contact point between technology and art through convergence art attempts that cross genres.

Currently, at Kyung Hee University and Chungkang College of Cultural Industries, I am passionately imparting the vivid know-how of the field to the younger generation, nurturing next-generation media creators with logical thinking for problem-solving and a convergent perspective.

"

Do Not Just Sculpt the Result.
Design the Rules That Generate It.

Learning 3D graphics, especially Houdini, is not just a process of memorizing the location of buttons in a tool. It is the process of becoming a 'Technical Director' who mathematically and procedurally controls the form and movement of objects in the language of computers. What is truly required in the field is a robust design ability to flexibly cope with variables.

The vast world of Houdini is divided into two processes: <3D FX I: Procedural Modeling>, which logically designs the framework of data, and <3D FX II: Dynamics>, which breathes physical vitality into it.

As an introductory step into the world of dynamics, this volume (Vol. 2.1) shifts its focus away from dazzling visual effects and toward the foundational logic of simulation. It addresses critical questions such as: 'Why is this solver necessary?' and 'How do systems dynamically adapt to changing physical properties?'

Through this book, I hope you will grow into a true professional who can actively control the system under any client's demands.

MASTERING 3D FX PIPELINE : VOL. 2.1

DYNAMICS

Chapter 01. Rigid Body Dynamics (RBD) Basics and Bullet Solver

MASTERING 3D FX PIPELINE : VOL. 2.1

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