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Break Your Crayons
Canada
Приєднався 7 жов 2019
Break Your Crayons is the artistic name for the work of Marc Whitelaw. A senior digital artist working in the vfx industry, creating digital art and educational content.
Houdini KARMA - Cloud Rendering pt3
The final part to this series is all about outputting render layers and AOV's for us to composite our final images. I'll take you through the Karma render ROP, How to setup different AOV's and render them all into 1 file.
After that I take you through my basic compositing workflow in Nuke when rendering clouds.
Check out the collaboration I did with Action VFX and grab yourself some high quality cloud vdb assets for your next project!
*Action VFX Cloud Assets:*
www.actionvfx.com/3d/cumulus-clouds-3d-assets?ref=zgq2zjq
*Learn Cloud Simulation in Houdini:*
www.breakyourcrayons.com/houdini-cloud-simulation-course
*HDRI Download:*
polyhaven.com/a/table_mountain_1_puresky
*Sam Krug VFX Channel*
ua-cam.com/channels/6iLJVlTjs6WX7-MtDX9lBQ.htmlvideos
www.breakyourcrayons.com/
00:00 Intro
00:40 Scene Adjustments
04:09 Render Settings
05:40 AOV's
08:49 Per Light AOV's
10:18 Compositing
12:50 USD Camera Export
15:04 Render Layers
20:57 Denoise
25:02 Lens Effects
30:03 Atmospheric Haze
After that I take you through my basic compositing workflow in Nuke when rendering clouds.
Check out the collaboration I did with Action VFX and grab yourself some high quality cloud vdb assets for your next project!
*Action VFX Cloud Assets:*
www.actionvfx.com/3d/cumulus-clouds-3d-assets?ref=zgq2zjq
*Learn Cloud Simulation in Houdini:*
www.breakyourcrayons.com/houdini-cloud-simulation-course
*HDRI Download:*
polyhaven.com/a/table_mountain_1_puresky
*Sam Krug VFX Channel*
ua-cam.com/channels/6iLJVlTjs6WX7-MtDX9lBQ.htmlvideos
www.breakyourcrayons.com/
00:00 Intro
00:40 Scene Adjustments
04:09 Render Settings
05:40 AOV's
08:49 Per Light AOV's
10:18 Compositing
12:50 USD Camera Export
15:04 Render Layers
20:57 Denoise
25:02 Lens Effects
30:03 Atmospheric Haze
Переглядів: 880
Відео
Houdini KARMA - Cloud Rendering pt2
Переглядів 1 тис.14 днів тому
Following on from Part 1 this video goes into more depth on how the Karma Pyro Shader works and how to use it on the USD stage to render beautiful cloud vdb's. Check out the collaboration I did with Action VFX and grab yourself some high quality cloud vdb assets for your next project! *Action VFX Cloud Assets:* www.actionvfx.com/3d/cumulus-clouds-3d-assets?ref=zgq2zjq *Learn Cloud Simulation in...
Houdini KARMA - Cloud Rendering pt1
Переглядів 2,5 тис.14 днів тому
In this tutorial I'll be taking you through the basic setup for rendering cloud VDB's inside of Houdini 20 using Karma and the USD stage. Part 1 is just a quick overview using the default Karma Cloud Shader. Part 2 will dive into more detail and go over the shading process in more depth. *Action VFX Cloud Assets:* www.actionvfx.com/3d/cumulus-clouds-3d-assets?ref=zgq2zjq *Learn Cloud Simulation...
BEAUTIFUL CLOUDS with CYCLES in BLENDER
Переглядів 13 тис.7 місяців тому
In this video I have combined 2 lessons from my Houdini Cloud Simulation Course which covers the topics of cloud rendering and shading inside of Blender using the Cycles renderer. 00:00 Intro 00:43 Blender Setup 09:07 Shader Setup Cloud VDB Asset Pack: breakyourcrayons.gumroad.com/l/cloudpack1/BYCSPECIAL Houdini Cloud Simulation Course: www.breakyourcrayons.com/houdini-cloud-simulation-course S...
BEAUTIFUL CLOUDS with REDSHIFT in Houdini (Beginner)
Переглядів 8 тис.11 місяців тому
In this tutorial we’ll be rendering some beautiful clouds with Redshift in Houdini. This is a short walk through of the things I do when rendering these small singular cloud scenes. CLOUD VDB : Download:www.breakyourcrayons.com/tutorials SOCIALS: byccollective breakyourcrayons byccollective DENOISER: www.neatvideo.com/
Houdini: Quixel Megascans Displacement using Redshift
Переглядів 10 тис.3 роки тому
I finally figured out how to get displacement working correctly in Houdini using Redshift Renderer. I have tried many other methods of remapping values but this one seems to be the simplest and yields great results. link to original article: www.byccollective.com/blog-posts/houdini-quixel-megascans-displacement-wredshift
Houdini: 'Fixing' Megascans Displacement Issue w/Redshift
Переглядів 5 тис.4 роки тому
In this video I will show you how to 'fix' the displacement issue we have been facing when rendering Megascan assets inside of Houdini. This method is still a work in progress but we will achieve results much closer to what we see in Quixel Bridge. I am rendering in Redshift for speed, but the concepts should apply to Mantra/Solaris too. We will: - create a better resolution LOD0 mesh - bake ou...
Houdini: Quixel Megascans workflow rendered with Redshift
Переглядів 13 тис.4 роки тому
In this video we will take a look at the workflow I used to create a night time desert scene in Houdini. Using Megascans assets and some simple techniques, we will scatter and mask out areas of our scene to better art direct the final image. disclaimer : I created this tutorial without much thought. Instead of doing a paint-by-numbers approach I just wanted to show you the technique I used to c...
Keep It Minimal - 01 - Cast Iron
Переглядів 1,3 тис.4 роки тому
This series is about simplicity. Its also about materials. In this video we make a Cast Iron material using Houdini. Then we save it out as an asset to use in other scenes. www.byccollective.com/keep-it-minimal-1
Houdini Everyday - Part 4 - Procedural Shading
Переглядів 3,4 тис.4 роки тому
Part 4 of the Houdini Everyday Tutorial Series - Procedural Shading Concepts - Attribute Vops - Noise & Rest Position - Color control - Displacement View the full series on our website: www.byccollective.com
Houdini Everyday - Part 2 - Lighting Setup
Переглядів 4,2 тис.4 роки тому
Part 2 of the Houdini Everyday Tutorial Series - Quick Light Setup - Quick Render Overview - HDRI - Area Lights View the full series on our website: www.byccollective.com
Houdini Everyday - Part 1 - Scene Setup
Переглядів 5 тис.4 роки тому
Part 1 of the Houdini Everyday Tutorial Series - Project Setup / Overview - Build a backdrop - Transform / Merging Objects - Define Hotkeys - Different Objects - Curves View the full series on our website: www.byccollective.com
Houdini Everyday - Part 3 - Scene Adjustments
Переглядів 1,2 тис.4 роки тому
Part 3 of the Houdini Everyday Tutorial Series - Simple Modelling Ideas - Different modelling techniques View the full series on our website: www.byccollective.com
Houdini Everyday - Part 5 - Material Building
Переглядів 7 тис.4 роки тому
Part 5 of the Houdini Everyday Tutorial Series - Procedural Material Building - Material Network - Noise & Rest Position - Color control - Displacement View the full series on our website: www.byccollective.com
Houdini Everyday - Part 5.2 - UV Textures
Переглядів 1,7 тис.4 роки тому
Part 5.2 of the Houdini Everyday Tutorial Series - Just a quick snippet showing how to distort UV textures using noise
Houdini Everyday - Part 6 - Rendering
Переглядів 2 тис.4 роки тому
Houdini Everyday - Part 6 - Rendering
Just to clarify the extinction-falloff, it's not modulating the density by ray depth. It is adjusting the extinction coefficient, biasing the falloff of energy, in a dance with the bounce limit + the start level. In plain terms, it is biasing the energy falloff that should occur inside the medium, and producing brighter values where you'd normally need 50-100 volume bounces to achieve. It is a non-physical hack.
Breaking the volume bounce limit expression breaks the weighting for the extinction, I am not sure that's a great idea. Also, setting the volume bounces globally means every volume you render in that render pass will inherit it regardless of extinction weighting or if you wanted for example no bounces on a specific volume.
SO good. Thank you. Looking forward to more Solaris and Karma. Appreciate your work!
Great video mate! Would love to see some more compositing specific stuff in the future though!
great tut mate, but if u ask me rendering volume/clouds is still way to slow even with the latest hardware...
Great work! Can I ask how are you able to preserve big shapes while also keeping small details. Is it no turbulence and just disturbance based on density? Or maybe vel? Mine just turn into disorganized mess. But then again, I tried with axiom cause my pc dies with pyrosolver
Hey Dennis! Yes, fine details are created by a lot of disturbance. Disturbance is confined to small surface areas and turbulence forces affect the entire sim as a whole. Turbulence change the entire shape over time and Disturbance just affects the area where you want it. A cover it a bit better in my course but it’s all Pyro. I haven’t used Axiom all that much but I would crank up the disturbance if there is that control 👌🏻
Nice like you do 3D to compositing videos
Awesome video man, thanks! I will be looking forward for more of those 😃
is this Ai Voice ☺😮
lol, I had to use an ai filter to fix the audio from my mic. I bought a new mic already so next videos won’t need that 😅
Hi, why can render volume in realtime and even on a website ??? Or that's bake texture to a mesh ?
Hey hey, if you are referring to the ActionVFX website, it’s just a turntable. Still images with a camera rotating around 😅 rendering real-time on a website would be crazy lol
Thanks for sharing some great tips here.
Masterclass! Thanks for this.
Awesome video!
love it
Something Interesting! Thnks!
not using blender anymore?
Still using Blender :) but currently doing a project completely in Houdini to see the difference. I still think Blender looks better but Houdini can do something’s that Blender can’t. There is a nice update in Blender 4.1 that will fix some issues as well. Blender is amazing, I really enjoy using it 🙌🏻
@@breakyourcrayons awesome.
Thank you soo much for this !!!,I have a small doubt tho, is there a way to render multiple render nodes in karam like we can do it with mantra where we can chain all of them and click on last one and it will render all the render nodes together ????
I’m pretty sure this is possible but you have to set it up in TOPs I believe. I know we did this in production. I’ll have to chat to a friend of mine and see how he did it 👍🏻
Ohhh ok thank you soo much for this info, tbh I kinda really used to that feature 😅,@@breakyourcrayons
YESSSSSSS !!!!
lol, thanks bud! I posted part 2 as well which goes into all the details :)
ahh i was just messing with the min and max values per asset, didnt know there was a formula to it, thanks!
@breakyourcrayons are these VDB asset clouds animated or static?
The assets on my Gumroad are static. The animated caches are too big to upload there unfortunately but the course on my website shows you the full simulation process if you are needing animated versions 👌🏻
Hey! thank you so much. I've come from using htoa(arnold) and it did work. If there's anyone here coming for the same but for htoa, try to go even beyond from -0.25 on the offset. On my case I had to lower it until -0.9 to make it work. Thanks dude, much appreciated.
'Break Your Crayons' is such a cool name, I thought of calling my channel, 'Throw Your Life Out of the Pram™'! xD
Looks like the Samuel Krug node setup
i'm in blender 3.4 and all looks great in viewport render, but then the actual render looks like the density has been crunched right up and its got those voxel blockyness --- desperately need help lol - I DMd you on insta also
Awesome mate!!!’ Thaaank you for this!!
great, i got through the whole tutorial
Thanks for explaining the power function for me.
Awesome process man. Question, is this optimized for animations? or would take years to render?
For some reason this isn't working for me in 4.0
OMFG
So glad i came across your channel
I want my money back. It says failed to load volume in Blender 4.0
Hey, sorry to hear it's giving you issues. Seems like it's a blender issue as open vdb files are universal, have you submitted a ticket to them? I'm using Blender 3.6 here have you tried that version?
Hey bud, I just installed Blender 4.0.1 and everything is working fine on my end. I’m happy to try troubleshoot things with you. Is the error happening on import? Or at render time?
@@breakyourcrayons I messaged you on twitter
I didn’t get a message. My Twitter handle is @byccollective I tried to message you but you dm’s are closed
@@breakyourcrayonssorry it’s not a direct message. It’s in your @ mentions.
Can anyone tell me if it is possible to do this workflow with houdini apprentice without a wordmark?
Yah it involves buying a license
Hmm..I thought I have answered this already, but seem to have vanished. Anyway..sure it is, but don´t render with houdini, export VDB and render in blender..that´s the only way, if you persist to render with houdini apprentice, then there´s no other way around it than getting a license, indie license will probably do for many cases.
Thank you so much been looking for some like this, consider me a forever subscriber
This looks really good, thanks for sharing. You should turn on node wrangler addon that comes with Blender, it makes working with nodes in Blender really fast and intuitive. Things like adding texture coordinate and mapping can done with just ctrl + t.
My thoughts exactly. Also, I don't think you need that many bounces. It will slow down your render and probably not show any difference.
@@sander-wit I think the bounces are necessary for the light scattering inside the cloud but with a high number, you'll see the diminishing return soon.
Thanks so much for this!! 🙌🏻🔥
@@sander-wit it all depends on your scene and what you can get away with. Clouds need a lot of bounces for accuracy BUT you might not need all of them depending on what your lighting looks like 👍🏻
I wish the texture coordinat and mapping was built in to every fractal texture, you can skip bother about node wrangler and ctrl-t and mess with that. In Lightwave 3D, all fractal textures has that built in, projection, coordinate positition and scale etc, and when you increase a value in the scaling, it actually scales it up, not the other way around as with blender, that is awkward.
Looking awesome, especially the simulation. And yep, Samuel Kruger have done some extensive testing on shading it within Cycles, it looks good here as well, to. I usually try and stick with the principle shader though, and instead of the density channel, feed light paths to the absorption channels and adjust that, sometimes I feel that looks just as good.
These clouds just look great! 🤩
NICE
Straight to the point yet quite complete. I didn't know a thing about rendering clouds in Houdini, now I do. Thank you!
Subbed! Love these you're really good at tutorials, please keep them coming!
Do you think Blender renders clouds better or Redshift better at the moment
I’m my experience, blender cycles renders the best clouds. It has the most control and the speeds are quite good. I believe redshift has updates in progress to give us more control but at the moment I’ve been very impressed with Cycles.
This was recorded three years ago, so probably no one's gonna see it, but if someone could explain me how to add texture from Quixel to a whole ground plane that would be awesome:))) Right now I'm just getting one muddy colour perhaps I need to scale something but nothing helped when I tweaked displacement, normal, albedo gamma or scale inside the RSMaterialBuilder, nor ticking Tessellation/Displacement at the Reshift OBJ tab on Geometry itself:((
Hello :) silly question but does your ground plane have UV’s? Add a uv texture node (I use uv project node) under your geo and make sure you are viewing it. I think this might be the issue
Oh nooo, in my case not silly at all! Yaaayy, it worked! I'm so happy! :D I'm still a bit new here, so I really appreciate any help:)) Thaaanks! @@breakyourcrayons
Woow thanks, looks so nice with just a few tweaks. Looking forward to the Blender version as well
thanks for this, do you have a discord?
Hey hey! Not at the moment but might be spinning up something soon
Gorgeous results :) definitely interested in more cloud content
Thanks so much! I’ve been playing with clouds for the past 2 years so will definitely post more :)
Welcome back! Waiting for Blender version
Thanks so much! Will hopefully post that soon. Blender is amazing!
I don't quite understand, in the mat network, I've added the principled shader and assigned that material in the object network with the "material" node, then in the mat network I've also created the global variables node, but no matter what I connect the the base color for example, I connect the s, t, and p outputs to "base color" but the color doesnt change, I even tried creating a "constant" node in the material network and creating a color that way and connecting that to the basecolor input, and still, no change, if I remove the input and assign the base color through the parameters of the principled shader I see it changing, so the material is applied and showing in the viewport, its just that connecting nodes to that input doesnt do anything, what could I be doing wrong?
Hey bud, it’s a bit tough to properly figure out what’s happening without me seeing your setup but usually s & t are your uv map coordinates so plugging it into base color won’t really work. Same for p which is position. Usually you would use a ‘constant’ color node or use a ‘texture’ node in the mat network. Try throw down the same nodes I use in the tutorial to test it out. If you are trying to do something specific it might be a bit harder for me to help you. Keep in mind the base color multiplies things further in the chain like when using noises you might want to keep the base color white. But to start try just plug in a constant color. Hope this helps!
@@breakyourcrayons hey thanks for replying, I connected a constant with a color and changing the multiplier, that didn't work either, my idea was to create some sort of brick wall like in substance designer but without having to leave houdini. Anyway thanks a lot for the tutorial it's a great resource!
Hey, had same problem, but my principledshader was inside a materialbuilder. I cut/pasted the principledshader node (and rest of network) outside of materialbuilder and it works now