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Basic Landscape Asset

We learn basics of Heightfields. 

How to: 

Create a basic shape, 

Use masking for the borders and 

make the HDA controls

Riverbed Asset

In this lesson, we create the procedural blend between the basic shape and riverbed controlled by the path curve.


Terrain Details Asset

After we created the basic shape with the riverbed, we want to make more reach looking terrain shape. 


We learn different Heightfields tools including: Heightfield Pattern, Noise, Distort, different masking techniques including Mask by Height, Occlusion etc.


Erosion Simulation

In order to make the Terrain more realistic, we will learn the Erosion Simulation tool.


Isometric Lines 

We will learn the approach how to create the isometric Lines using geometric loops.

Gradient Lines 

In this part we will create a very beautiful effect of gradient lines - curves going from the top of the mountain down in direction of lowest slope or, imagine, that could be the path of water flowing from the top of the mountain. 


We will create it using VEX Wrangle.

Exporting Terrains as Textures using COP2

We will learn how to capture different channels from the Terrain as an image data using COP2 context operators.

Load Terrain Data in TouchDesigner

In this part, we will make the loader of terrain data in TouchDesigner

TouchDesigner Terrain Shader

We are going to create the deformation shader using the Vertex and Geometry Shaders and the Terrain Data, exported from Houdini

Setting up the Wegdes

We are going to set up the basic PDG network for varying the Terrain Asset's parameters and automating the Landscape version's creation using Wedge TOP


Exporting the Geometric Sequences

We will create the Geometry Export TOPs for exporting Isolines and Gradient Lines animation as the Alembics.


Exporting the Terrain DATA as Images

In this part, we will create the PDG Setup for exporting the Terrain Data as EXR Images for import in TouchDesigner


Material and Rendering Setup

In this part, we create the complex PBR material using different Heightfield Data channels and Substance Archives and set up the rendering network including the post-processing effects for achieving the magic decorative look.


Parametric Camera Animation

We will create the camera animation using parametric approach.



Sound Reactive Animation

We are going to: 

Create the setup to load the multichannel sound and analyze it, Create the control parameters, 

Connect the resulting data to different parameters and components of the rendering network for the easy and precise Sound-driven animation.

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Stanislav Glazov

3D and audiovisual artist with over 22 years of experience in computer graphics and 20 years of teaching experience

Worked in the production of the computer game Killer Tank, Pilot TV, on the first Russian animation projects in the Classic Studio, on the largest film projects in the German studios Trixter Film and Scanline CA as a technical director for pipeline, Character Animation, Cloth Simulation TD, RnD for VFX.


After 2010 - creation of an automated infographic visualization system for Kommersant TV, cooperation with the largest Russian companies - SilaSveta, Stereotaktik, Invisible, Raduga Design - on VideoMapping projects.


In 2013, he created his own generative design studio Licht.Pfad.


Cooperation with WhiteVoid.


Creation of AV Performances in partnership with Dasha Rush, Robert Lippok


Performances at all the iconic festivals of the planet: Berlin Atonal, Mutek Montreal, Ars Electronica Linz, Unsound Festival in Krakow, Raster-Noton night in Berghain, Barbican London, Resonance Festival in Tokyo, Mira Festival Barcelona, L.E.V. Festival, Light Festival Lyon


Since 2016 - working on theater projects with Maxim Didenko, including the creation of media servers for various performances.

2001


Creation by Stanislav of the first author's course. It was a course on character animation in Maya, prepared for Realtime School in collaboration with Maria Stepanova (Animation director and teacher at VGIK)

> 40 performances


at major international festivals and conferences such as CGEvent (lectures on Houdini), Signal Festival in Prague, LPM Rome, Touchdesigner Summit in Montreal, etc.

> 2,000 people


have attended various trainings and courses by Stanislav - both organized by him personally and conducted jointly with various schools and institutes (among the latter - "Realtime", "SAE Academy", "Screamschool", "Houdini-Howto + RRM", "Bilgi University")

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Feedback page 


Email address:

stanislav.glazov@gmail.com


Phone: +49 1751237295

Telegram: @prcdrl  

Licht.Pfad Studio 

Berlin, Germany



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