This class is designed for new and experienced staff working in industries that include: Architectural, Engineering, Construction, Product Development, Entertainment, Interactive Media, Video Game, Simulation, and Science & Research. New workflows and technologies introduced in this class allow for unrestricted collaboration across a large ecosystem of existing applications, regardless of their physical location, as well as introducing exciting Real-Time Simulation and Rendering tools.
What you'll learn:
- Define the different components and technologies that make up the NVIDIA Omniverse
- Deploy Omniverse based on their collaboration needs
- Install connectors to allow their existing applications to collaborate with any Omniverse
- Use Omniverse native applications to create, visualize, light, render and simulate: new constriction, products, game assets, and virtual worlds.
- Export visualizations as still images, animations, video game assets, and Virtual and Augmented Reality experiences.
- Basic general computer experience
- Basic understanding of topics including interactive media, video games, simulation, and product development.
- Windows 10
- SSD with 50GB free space
- NVIDIA RTX Graphics Card
- Internet Connection (50 to 100 Mbps download speeds recommended)
- Dual monitor or second computer
- Unreal Engine 4 installed (free install, recommended)
- Adobe Photoshop or Substance Painter Installed (suggested)
Note: The curricula below comprise activities typically covered in a class at this skill level. The instructor may, at his/her discretion, adjust the lesson plan to meet the needs of the class.
- Review of Syllabus and Course Goals
- Introduction to NVIDIA Omniverse platform
- Presentation of Omniverse: Utilities, Kit, Apps, Connectors, Services, and key technologies
- Deployment of NVIDIA Omniverse based on ‘collaboration needs’ and ‘location of collaborators’
- Introduction to Omniverse CREATE
- Introduction to connected applications
- Create and render an AE&C asset by adding realistic lighting and organic models such as trees, grasses, and landscaping
- Assigning and replacing materials
- Creating a unique scene using assets from connected applications, or from assets that will be supplied
- Review of Day 1 topics
- Q&A and Lab Time
- Introduction to simulations and simulation technologies within the Omniverse platform
- Introduction to Rigid Body simulations for physical interactions and simulation of objects
- Introduction to FLOW extension for fire and smoke
- Introduction to BLAST extension for creating destructible objects
- Introduction to Particle Simulations used for creating liquid in containers simulations
- Working with LIGHTS in the Omniverse and Real-Time Rendering
- Creating compelling indoor, outdoor, and studio lighting
- Working with native Omniverse materials and material templates
- Importing and converting materials into Omniverse compatible materials
- Working with imported animation from connected apps
- Creating lip-sync and facial animation using NVIDIA Audio2Face
- Storytelling through animation using NVIDIA Machinima
- Review of Day 2 topics
- Q&A and Lab Time
About Sean Callan
Sean has been modeling for 15 years and has practical experience creating both hard surface and organic models for TV/film and real time simulations. He graduated with a BFA in Animation from the International Academy of Design in 2002 and is a Certified Maya Instructor who teaches at Future Media Concepts (an Autodesk certified training center). He also heads up a small collaboration of artists who create many Pilot TV show concepts from beginning to end and visualizations for various clients including Cake Mix and Hasbro Studios.