
REGULAR PROGRAMS
CAMPUS / ONLINE
SFFS's regular program takes students from the fundamentals of CG, VFX, 3D animation, games, and commercial production all the way through to a professional-level portfolio — and a job.
Led by experienced instructors, the curriculum balances artistic creativity with technical precision, built around the same production environments and workflows used in the industry. From concept development to final compositing, students move through the full pipeline rather than learning tools in isolation.
Every student is taught at their own level. Progress is individual, and instruction follows.
FX
DYNAMIC AND SIMULATION
Every explosion, flood, and collapsing building you've seen on screen was most likely built in Houdini.
The industry's most powerful tool for simulation and FX,
Houdini handles everything from pyro and fluids to destruction and character effects
— the kind of work that makes audiences forget they're watching something that was never real.
At SFFS, students learn Houdini as a core part of the FX pipeline,
building the technical depth to create effects that hold up on the biggest screens in the world.
CURRICULUM


BASIC & MODELING
- Interface
- Basic Shading
- Basic V-ray
- Basic Modeling Exerciese
- modeling Exercise

UV & TEXTURE
- UV Map
- V-ray Material
- Subdivision
- Textureing

SHADING & LIGHTING
- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES


CAMERA & RENDERPASS
RIGGING & ANIMATION
- Basic Camera
- Using 3D Camera
- Basic Render pass
- Render pass Setting
- Compositing
- Basic Rigging
- Basic Animation
- Constrain
- Set Driven
- Motin path
- Key animation
- Expression
- Motion Capture





Tool Basics
UV & TEXTURE
Texture Creation
Export & Pipeline Integration
- Understanding the UI and project settings
- Understanding the viewport, layers, and material panel
- Concept of the PBR workflow
- UV layout and mapping optimization
- Basic normal and ambient occlusion baking
(Baking affects the quality of the final texturing result)
- Smart materials and masks
- Layer-based painting
- Adding details
(scratches, roughness, metallic adjustments)
- Exporting texture maps
- Applying textures in Maya, renderers, or game engines
(Project-based practice included)


Beginning Level Ⅰ
- Introduction to Houdini
- Houdini interface
- Application of environment variables
to modeling and rendering
- Understand the Procedural Workflow
- Procedural Workflow Walkthrough

Beginning Level Ⅱ
- objects and relationships
- Understanding the directory structure
- Advanced copy sop, stamp()
- Channel Animation & Camera, Lighting
- Normal, Vector, Velocity
- Foreach, Pops, Hops
- Rayemit, Light, Rendering
- Proxy LOC, Point, Curve Rendring

Intermediate Level Ⅰ
- Shader development
- Expression and Displacement shaders
- Basic POPS
- Sprite, Dust fog shader development
- Water Surface
- WHITECAPS Particle Rendering
- Reflection Shade
- Houdini Ocean Toolkit
- SOP Emitter


Intermediate Level Ⅱ
Advanced Level Ⅰ
- VOPS & VEX Programming
- Why VEX?
- ContextSOP, ContextSURF,
ContextDISP, ContextPOP
- ContextCHOP ,ContextFOG, ContectLIGHT
- ContextI3D, ContextSHADOW, VEX Progaming
- Volume Dynamic
- Emitter Setup, Volume Fluid Object Setup
- Volume Fluid Solver, Volume Fluid UPRES
- Destruction
- Fault Modeling
- Advanced Destruction
- Advanced Fault Destruction
- Fault DestructionC Dynamic

Advanced Level Ⅱ
- Introduction Asset
- Making Foam Using SOP Solver
- CWGLOBALS.OTL
- CWUVCUT.OTL
- CWWHITECAPS.OTL
- CWWHITECAPSDOPSIM
- Making Tools Using OTL

