Ótima dica do Gustavo Boehs, para quem estiver afim de aprender um pouco de Softimage, a VAST que vendia treinamentos pro software liberou um monte de vídeo-aulas (todas em 720p) pra XSI 7.0 (última versão antes de ser comprado pela Autodesk). O programa já está algumas versões na frente, é verdade, mas MUITA coisa ainda se aplica (menos a parte de simulação, que mudou muito nas ultimas versões com o ICE).
Modeling
- Selection
- Selection overview
Selection options
Selection tools
Selection filters
Component selection
Selection loops
Selection explorer
Selection wildcards
Parenting
Changing selection
Manipulation
- 3D style manipulators
3D SRT manipulators
Local and global modes
Additive mode
Reference and planes
Proportional
Snapping
Temporary pivot
Symmetry
Child compensation
Components
- Points, polygons and edges
Cluster overview
Cluster overlaps
Cluster editing
Cluster groups
Edge smoothing and creasing
Weight maps overview
Face maker weight maps
Display modes
Relative mode
General Modeling
- Modeling sections
Construction modes
Topology operators overview
Contextual menus
Extrude and duplicate
Adding components
Symmetry modeling
Transferring properties
Polygon modeling, part 1
Polygon modeling, part 2
Modifiers and Deformers
- Polygon topology
Dissolve and collapse
Knife
Bevel
Curve, cage, spine, surface, volume
Lattice
Deforms and weight maps
Waves and particles
Relax and smooth
Shrinkwrap
Surfaces and Curves
- Topology types
NURBS topology
NURBS to mesh
NURBS modeling, part 1
NURBS modeling, part 2
Curves topology
Curves editing
Lofting
Object Tools
Texturing
- Materials and Textures
- Materials
Material Editor relational view
Texture projections, part 1
Texture projections, part 2
Polygon texturing
UV dataset
Multiple projections
Texture projections camera mapping
Texture and Layer Editor
Animation
- Animation Structures
- Where animation lives, part 1
Where animation lives, part 2
The model structure, part 1
The model structure, part 2
Child compensation
Marking Sets
Function Curve Editor overview
Transformations
Animation Mixing
- Introduction, part 1
Introduction, part 2
Introduction, part 3
Mixing with f-curves
Mixing with expressions
Transitions
Bridge transition
Equalize
Templates
Static poses
Sources and Clips
- Sources
Clip properties
Time properties
Relations between clips
Offset map, part 1
Offset map, part 2
Offset effect
Parent clipping
Pose offset
Shape Animation (morphing)
- Introduction
Construction modes
Cluster shape combiner
Shape mixers modes
Shape reference mode
Animation to shapes
Plotting shapes into animation clips
Selecting and replacing shape keys
Shape merging
Cluster and weight maps
Working with Audio
Constraints
- Position
Pin
Curve Path
Orientation, Direction
Object to Cluster
Multiple points
Bounding Volume
Pose, Distance, Scaling, Symmetry
Up Vector
Skeletons and IK Solvers
- Chain concept and behavior
Move joint tool
2D vs. 3D chains, Preferred angles
IK rotation plane, joint limits, stiffness
IK-FK blending
Setting joint axes, mirroring limbs
Shadow bones
Neutral pose and pivot
Chain constraining
Enveloping (skinning)
Character Rigs
- Proportional guide
Foot roll
Arms, hips and fingers
Symmetry, chest and spine
Shoulder, belly and ears
Character setup
Roll and skin options
Shadow rigs
Dog leg rig
Quadruped rig
Character Development Kit
- Tail creation
Tail spring
Tail parameters
Tail animation
Tail IK-FK blend
Control spine creation
Control spine example
Scripting commands
Animating Deformations
- Introduction
Interpolation of enveloping shape
Cluster material and UV interpolation
Corrective shape modeling
Quaternion roll distribution
Pose based deformers
Relaxing geometry
Cage deform
Setups
Simulation
- Rigid Body Dynamics
- Rigid body environment overview
Establishing scale
Laying out your components
Active vs. passive objects
Applying constraints
Setting collisions
Rigid Body Dynamics Concepts
- Animation and initial state
Working with center of mass
Ghosting
Hierarchies: managing rigid rigs
The dynamics operator
How adaptive collisions work
Collisions settings
Caching simulation to the mixer
Optimization technique
Rigid Body Dynamics Examples
- Self-propelled multi-leg rig, part 1
Self-propelled multi-leg rig, part 2
Walking machine, part 1
Walking machine, part 2
Walking machine, part 3
Drawbridge, part 1
Drawbridge, part 2
Drawbridge, part 3
Hair Concepts & Workflow
- System overview
Surface hair
Spline hair
Building a mesh to work with Hair
Transferring and using weight maps
Working with combing
Working with clumping
Proportional and general deformers
Adjusting parameters for fine tuning
Creating curly hair effects
Hair Examples
- Working with symmetry
Working with dynamics
Obstacles
Transferring UVs
Texturing surface hair using scalar state
Texturing spline hair using scalar state
Hair shader: volume vs. geometry
Hair shader: settings overview
Hair geometry shader
Using detail shadow maps
Hair Optimization
Particle Introduction
Particle Concepts
- Sketching particles
Inter-particle avoidance and collisions
Sprites
Sprite animation controls
Sprite render times
Object instancing
Particle goals
Particle goals: curves
Particle shader basics
Gradient
Particle Examples
Rendering
- Render Tree Basics
- Introducing the Render Tree
Extracting position information
Extracting rotation information
Extracting UV information
Render Tree Techniques
- Applying UV perturbation
Creating a Wipe Mask
Adding perturbation to the Wipe Mask
Using the mask in FX Tree composite
Using weight maps to control displacement maps
Baking lighting information into color at vertices
Color at vertices continued
Altering rendering based on raytracing state
Introducing the Color Matte shader
Using Color Matte to change surface shading
Creating Effects with the Gradient Shader
- Introducing the Gradient Shader
Caustic effects
Flame animation
Instanciating the flames using the Sprite Shader
Distance and layered fog
Custom illumination with the Incidence Shader
Non-realistic illumination models (toon)
Rim light effect on skin-like shading
Fake subsurface scattering look
Elliptical Filtering
- Introducing Elliptical Filtering
How Elliptical Filtering works
Why flickering and shimmering occur
Using Elliptical Filtering
Converting a texture to a Memory Map
Creating a Memory Map with pyramidal levels
Extracting pyramidal levels from a Memory Map
Bump Mapping
- Introducing Bump Mapping
How shaders relate during Bump Map computation
Applying a local Bump Map
Global vs. local Bump Mapping
Object scaling vs. Bump Map parameters
Resolving flickering with Elliptical Filtering
Resolving flickering with distance-based modulation
Creating surface water drops with Vein
Using procedural shaders as a Bump Map source
Blending and mixing multiple Bump Map sources
Lighting
- Light types
Area lights
Shadow Maps
Volumic Shadow Maps
Volumic Shadow Maps for hair
Introducing Caustics
Caustics in use
Introducing Global Illumination
Global Illumination in use
Radiance Control
Final Gathering
- Introducing Final Gathering
Final Gathering accuracy
Final Gathering radius
Accuracy vs. radius
Setup and workflow
Radiance Control on indirect light levels
Image-based lighting
Using auto-compute to set Final Gathering
Photon & Final Gathering management for render farms
Using ray type to optimize Final Gathering
Render Passes Explained
Render Passes in Use
- Matte pass
Ambient and diffuse pass
Specular pass
Shadow pass
Volumic light pass
Caustic pass
Global Illumination pass
Final Gathering pass
Image-based pass
Antialiasing and Adaptive Sampling
- What is aliasing
How aliasing works
Render resolution vs. antialiasing
How adaptive sampling works
Antialiasing tuning tips, part 1
Antialiasing tuning tips, part 2
Different filter types
Filter types illustrated
Diagnostics
Threshold example
Jitter example
Rapid motion shading rate
Motion Blur
- Introducing motion blur
How motion blur works
Motion blur theory – recap
Introducing motion blur threshold
Motion blur threshold example
Motion blur modes
Rapid motion and motion blur
BSP Tree
- Introducing BSP tree
BSP tree parameters
How BSP tree works
BSP tree and render performance
BSP tree statistics
BSP tree tuning setup
BSP tree render tests
BSP tree render test results
Using the BSP tree tuner script
Rendermap: Concept and Examples
- Introducing rendermap
Using unique UVs
Multiple objects to a single texture
Multiple objects to multiple maps
Rendermap: Extracting Normal Maps
- Manually extracting normal map
Applying the normal map
Optimizing normal map extraction
Using GPU Surface FX
Rendermap: High Resolution Maps
- Introduction
Basic setup
Calibrating the camera
Extracting the displacement map
Applying the displacement map
Displacement Maps
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