3DGO
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Houdini 20.5 Copernicus Painting Decals in COPs
Hacking the texture mask paint to paint Decals into Copernicus.
Very nice, 9Hole video explaining how to procedurally scatter images while keeping the images coherent in world space.
ua-cam.com/video/FoiIWs8cXyk/v-deo.html
Переглядів: 446

Відео

Houdini Painter V, Rendering our Textures in Houdini 20
Переглядів 1,3 тис.7 місяців тому
Houdini Painter V, Rendering our Textures in Houdini 20
Houdini Painter IV, Refining Textures in Houdini 20
Переглядів 3568 місяців тому
Houdini Painter IV, Refining Textures in Houdini 20
Houdini Painter III, Painting Textures in Houdini 20
Переглядів 5838 місяців тому
Houdini Painter III, Painting Textures in Houdini 20
Houdini Painter II, Adding Heightfield Noise, Painting Textures in Houdini 20
Переглядів 1,1 тис.8 місяців тому
Houdini Painter II, Adding Heightfield Noise, Painting Textures in Houdini 20
Houdini Painter I, Painting Normal Map Textures in Houdini 20
Переглядів 3,9 тис.9 місяців тому
Houdini Painter I, Painting Normal Map Textures in Houdini 20
Photoreal 3D Character workflow from a photo - using AI and Houdini
Переглядів 646Рік тому
Photoreal 3D Character workflow from a photo - using AI and Houdini
Heightfield splat maps for games in COPS - Houdini Cops Quick tip Channel Packing with VOPCOPs
Переглядів 759Рік тому
Heightfield splat maps for games in COPS - Houdini Cops Quick tip Channel Packing with VOPCOPs
Houdini COPs QuickTips - Substance Desktop
Переглядів 532Рік тому
Houdini COPs QuickTips - Substance Desktop
Houdini COPs SlowTip - SciFi Patterns in COPs
Переглядів 1,4 тис.Рік тому
Houdini COPs SlowTip - SciFi Patterns in COPs
Houdini COPs QuickTips - COPs Noises
Переглядів 433Рік тому
Houdini COPs QuickTips - COPs Noises
Houdini COPs QuickTips - Designer Model Test Setup
Переглядів 476Рік тому
Houdini COPs QuickTips - Designer Model Test Setup
Houdini COPs QuickTips - Channel Copy - Channel Packing
Переглядів 683Рік тому
Houdini COPs QuickTips - Channel Copy - Channel Packing
Houdini COPs QuickTips - Hide Thumbnails
Переглядів 360Рік тому
Houdini COPs QuickTips - Hide Thumbnails
Houdini COPs QuickTips - Viewing Nodes Display Settings
Переглядів 484Рік тому
Houdini COPs QuickTips - Viewing Nodes Display Settings
Houdini COPs QuickTips - Compositing Node Upgrade
Переглядів 469Рік тому
Houdini COPs QuickTips - Compositing Node Upgrade
Houdini COPs QuickTips - Intro Ramp Tip
Переглядів 589Рік тому
Houdini COPs QuickTips - Intro Ramp Tip
Houdini Designer V - Rendering on Models - Substance Designer in Houdini
Переглядів 1,4 тис.Рік тому
Houdini Designer V - Rendering on Models - Substance Designer in Houdini
Houdini Designer IV - Small details, Masks in COPs - Substance Designer in Houdini
Переглядів 887Рік тому
Houdini Designer IV - Small details, Masks in COPs - Substance Designer in Houdini
Houdini Designer III - Creating Colour Maps - Substance Designer in Houdini
Переглядів 1,2 тис.Рік тому
Houdini Designer III - Creating Colour Maps - Substance Designer in Houdini
Houdini Designer II - Noises - Substance Designer in Houdini
Переглядів 1,4 тис.Рік тому
Houdini Designer II - Noises - Substance Designer in Houdini
Houdini Designer I - Setup our texturing system - Substance Designer in Houdini.
Переглядів 4,7 тис.Рік тому
Houdini Designer I - Setup our texturing system - Substance Designer in Houdini.
VFX Reel from TUS graduates 2022
Переглядів 2852 роки тому
VFX Reel from TUS graduates 2022
Creating a CG Planet, Rendering Flow Maps in Houdini - Mantra
Переглядів 8 тис.2 роки тому
Creating a CG Planet, Rendering Flow Maps in Houdini - Mantra
Procedural Lightning in Unity and Houdini Part V - Finalise the Lightning
Переглядів 4842 роки тому
Procedural Lightning in Unity and Houdini Part V - Finalise the Lightning
Procedural Lightning in Unity and Houdini Part IV - Packing and Tiling Texture Maps in Houdini
Переглядів 2742 роки тому
Procedural Lightning in Unity and Houdini Part IV - Packing and Tiling Texture Maps in Houdini
Procedural Lightning in Unity & Houdini Part III - Refine Lighting in Houdini
Переглядів 4042 роки тому
Procedural Lightning in Unity & Houdini Part III - Refine Lighting in Houdini
Procedural Lightning in Unity & Houdini Part II - Lightning Particle System setup in Unity
Переглядів 4792 роки тому
Procedural Lightning in Unity & Houdini Part II - Lightning Particle System setup in Unity
Procedural Lightning in Unity & Houdini Part I - Creating a Lightning Texture Atlas in Houdini
Переглядів 6482 роки тому
Procedural Lightning in Unity & Houdini Part I - Creating a Lightning Texture Atlas in Houdini
Breaking Bottles in Houdini for Unity
Переглядів 9523 роки тому
Breaking Bottles in Houdini for Unity

КОМЕНТАРІ

  • @erichocean8746
    @erichocean8746 10 днів тому

    This would be even faster now with 20.5 and the new COPs.

    • @3D_GO
      @3D_GO 10 днів тому

      ua-cam.com/video/c1jupIDfQ_I/v-deo.htmlsi=RBchNK5rGu5tQWWx yep doing something similar in new cops at link above

  • @henrythejeditube
    @henrythejeditube 13 днів тому

    Thank you so much

    • @3D_GO
      @3D_GO 13 днів тому

      No worries glad you liked it.

  • @njfx
    @njfx 2 місяці тому

    Turning that into an emission volume will look even more wonderful !

  • @Jofoyo
    @Jofoyo 2 місяці тому

    *Make sure your gamma in the maps baker is set to 1!* Otherwise all the values will be exported incorrectly.

  • @3D_GO
    @3D_GO 2 місяці тому

    Yep realtime in the viewpport and should translate to Unity/Unreal. I actually did all of these in H20, though if you have seen the Houdini 20.5 Keynote it will easier to do in H20.5

  • @s0ciallyawkward_22
    @s0ciallyawkward_22 2 місяці тому

    Realtime? In Houdini 20 or 20.5?

    • @3D_GO
      @3D_GO 2 місяці тому

      Realtime, tis was Houdini 20 in the old Cops but you can do the same and more with 20.5

  • @ДенисМатвеев-м8с
    @ДенисМатвеев-м8с 3 місяці тому

    How you did it?:)

    • @3D_GO
      @3D_GO 3 місяці тому

      Used Houdini cops much like how you might generate textures in substance designer.

  • @mattgoldsworthy3278
    @mattgoldsworthy3278 3 місяці тому

    Baha Santa's ballsack.

  • @ДенисМатвеев-м8с
    @ДенисМатвеев-м8с 3 місяці тому

    So far, the simplest option that I could find is output to alembic. Or baking textures and creating particles in the Niagara system and transferring baked textures from Houdini in Unreal Engine to the Niagara system

    • @3D_GO
      @3D_GO 3 місяці тому

      Baking textures is generally the way to go for real time. In this case I'm creating textures in Houdini much like you might in designer or Photoshop. The advantage is that I can test texture UVs meshes and animation all in one DCC before going to engine

  • @ДенисМатвеев-м8с
    @ДенисМатвеев-м8с 3 місяці тому

    Please tell me how you did this???? I've been trying for a long time to develop a pip-line for working with vfx or simulations between Houdini and Unreal Engine

    • @3D_GO
      @3D_GO 3 місяці тому

      It's a mix of creating textures in Cops and then creating interesting meshes in sops. You then animate the UVs and the texture flows over the surface. Should see more of this workflow with the new cops on the way.

  • @MairaPedroniArt
    @MairaPedroniArt 4 місяці тому

    Really cool material

    • @3D_GO
      @3D_GO 4 місяці тому

      Thanks. Yeah this one came out very nice

  • @borjamassaalmarza3377
    @borjamassaalmarza3377 7 місяців тому

    I wonder if you can use optical flow to extract the depth of the pictures and feed that data into the heightfields, also as usual Entagma did something with Stable Diffusion to generate depth map Link: ua-cam.com/video/fhivs3Bn_CI/v-deo.html&ab_channel=Entagma

    • @3D_GO
      @3D_GO 7 місяців тому

      Yes you can get estimated depth using sd. This is largely what I am doing here I guess this is similar to entagma. Not sure about optical flow haven't tried this much though I thought it more useful for getting motion vectors so I guess you need an image sequence. The issue with current AI depth models is that they are mostly lower quality and suffer from significant noise and banding you can clean it somewhat using COPs and then layer the RGB back in. With good inputs you can get some decent results as you can see in parts of this vid. Definitely has some potential.

    • @borjamassaalmarza3377
      @borjamassaalmarza3377 7 місяців тому

      @@3D_GO yes unfortunately bading is an issue and depht is estimated with AI. I wonder if a mixture both of smart vectors and AI could be the final solution. Also yes, optical flow needs some motion to get the vectors or at least some reference of a distance. Hence my idea of combining both methods might result in a good outcome. Who knows, might be fun to explore

    • @3D_GO
      @3D_GO 7 місяців тому

      @@borjamassaalmarza3377 possibly I don't really know enough about optical flow. I suspect it is 8 but banding and we will need better depth estimation models at higher bit rates that output to .exr. I guess this will be a matter of time with newer models. The best method I came to currently is to use high quality RGB, generate low quality depth through AI model and then paint back in details from rgb. It's a bit hit and miss for large details for example the nose but is very good for small details such as skin details. Pretty manual currently but given the speed of change in this area photo to high quality 3d is only a matter of time.

  • @ras3193
    @ras3193 7 місяців тому

    i really hope they add to this feature so we can texture directly in Houdini. THANKS A LOT FOR THE VIDEO

    • @3D_GO
      @3D_GO 7 місяців тому

      My pleasure glad you liked it. There are rumors that COPs will get an update soon. Fingers crossed as textures are generally cheap, high res easy to use and interoperable between apps. The structure is there just needs some dev love to make it really shine.

    • @ras3193
      @ras3193 7 місяців тому

      aw man thanks for the reply. Yeah would love to see an update on that. Seems like the weak side of Houdini

  • @abhishek.vermaaa
    @abhishek.vermaaa 7 місяців тому

    Thanks for being so consistent, recently found your channel and I really appreciate all content on this channel!

    • @3D_GO
      @3D_GO 7 місяців тому

      Your very welcome. Glad you like the content. I like exploring lesser used workflows and just hope it proves useful for people.

  • @andreasleijon1450
    @andreasleijon1450 7 місяців тому

    regarding getting the node out of the loop, you can just "shake" the node with your mouse while moving it and it will disconnect from all inputs/outputs. sounds crazy but its the way ive been disconnecting nodes for years lol :D

    • @3D_GO
      @3D_GO 7 місяців тому

      I did try that. Guess I didn't give it enough shake 😀. Will give it another shot thanks for the tip.

  • @DouglasTarr
    @DouglasTarr 8 місяців тому

    Appreciate this video!

    • @3D_GO
      @3D_GO 7 місяців тому

      Glad it was helpful!

  • @Rombododecaedron
    @Rombododecaedron 8 місяців тому

    Wow! I am so happy that I found you. Unfortunately, there is not much information on COPs, and it's not easy to properly explore its capabilities.

    • @3D_GO
      @3D_GO 8 місяців тому

      Glad you like the content. You 100% agree not much out there on COPs at all. Its been a bit overlooked but you can do lots of interesting things with it once you get the hang of it.

    • @Rombododecaedron
      @Rombododecaedron 8 місяців тому

      @@3D_GO Indeed! Of course, COPs is less comfortable than other specialized texturing apps, but, IMHO, its ability to work directly both with shading and geometry makes it quite unique and potentially very powerful.

    • @3D_GO
      @3D_GO 8 місяців тому

      @@Rombododecaedron yeah it's got lots of potential. I've been surprised how versatile it is. It's pretty easy to get some awesome shape that would be difficult to generate in Sops.

  • @colinhthompson
    @colinhthompson 8 місяців тому

    This series of videos is really interesting!!

    • @3D_GO
      @3D_GO 8 місяців тому

      Thanks appreciate it. Do think that alot of the foundational substance designer ideas can be achieved with Cops and heightfields. While COPs UI can be a bit unintuitive it quite similar to nuke or even shake. It really just need some dev love to make it more stable and faster particularly at higher res.

  • @kir11
    @kir11 8 місяців тому

    Amazing!

  • @TheHighFlys
    @TheHighFlys 8 місяців тому

    Loving this series!

    • @3D_GO
      @3D_GO 8 місяців тому

      Thanks appreciate it. Have some more almost ready just need to edit and got side tracked stuffing my face at Xmas lol. Should have another in a few days.

  • @poly_xp
    @poly_xp 8 місяців тому

    These tips are so good. Thanks for making this series. It's very off meta, which is what makes he concept so cool. I'll certainly be experimenting with cops more.

    • @3D_GO
      @3D_GO 8 місяців тому

      Thanks. Off meta is how I live my life. It takes a bit to get used to but you can do lots in texture that would be quite tricky to do in sops so well worth the initial pain.

  • @massimobaita7178
    @massimobaita7178 8 місяців тому

    Great!

  • @ongakuyaro
    @ongakuyaro 9 місяців тому

    that looks sick

    • @3D_GO
      @3D_GO 9 місяців тому

      Thanks. It's a bit flaky to setup but has lots of potential. Got some more vids on the way that expand on this.

  • @g8610g
    @g8610g 10 місяців тому

    Looks amazing. Doing procedural stuff in houdini instead of substance was what I was looking for. Are you still of the opinion that it is not a viable option as a replacement for most procedural textures?

    • @3D_GO
      @3D_GO 10 місяців тому

      Thanks. I changed my mind on this. I have tried out a lot more textures since this and I have been impressed by what I can create. I think it is very capable once you get used to some of the quirks. I don't think it will be as fast to setup as in substance but as Houdini is so flexible you can create very interesting shapes in sops that I think might be difficult in sd. Its very Houdini the simple setups are hard but the more complex stuff is easier. The last big advantage I think it that Houdini is much broader than sd and the stuff you learn here can be used for FX as well as animation etc.

    • @3D_GO
      @3D_GO 10 місяців тому

      Should just add I guess it depends on how comfortable you are in Houdini, I guess if your a new user and you are looking for the easiest way to get into procedural texturing I suspect SD might be a better path given the amount of tutorials out there for SD

    • @g8610g
      @g8610g 10 місяців тому

      Thats great! :D Even though simple stuff might be a bit harder. Not having to switch apps is also worth something I think. The other thing I still find hard is when to decide when to model in houdini and when its better to texture certain things/details. Do you have any thoughts?@@3D_GO

    • @3D_GO
      @3D_GO 10 місяців тому

      @@g8610g in Houdini just because we can copy models everywhere doesn't mean we should. I'm doing more real time stuff these days so I would say only model for larger shapes. If it doesn't break the silhouette don't model it. All the medium to higher level details should be in the textures. We should only really go for procedural stuff for medium distance anyway. The hero stuff should be hand modelled.

  • @austinbrennan
    @austinbrennan Рік тому

    Wow, I have been trying to figure this one out for a while. Thank you! I have tried to use ramp parameters in Vop Cop2 Filter vex snippets, but they don't appear to be supported.

    • @3D_GO
      @3D_GO Рік тому

      No worries glad it helped.

  • @maarten176
    @maarten176 Рік тому

    thank you very much! helped me a lot. COPS needs a update

    • @3D_GO
      @3D_GO Рік тому

      Glad it helped. Probably worth checking out the pinned comment for an alternative way to achieve the same thing using a VOPCOP.

  • @felipefrango
    @felipefrango Рік тому

    Life saving tip! The example terrain generator HDA that comes in the Houdini Engine Unity package uses a different method that seems to be more convoluted than yours and also seems to be broken for some reason. It first creates an empty C channel through a VOP COP2 Filter and then routes the masks to the three C channels through a single Channel Copy node, but the blue channel isn't getting any info in, for some reason. Doing it all in a single filter node like you show did the trick instantly.

    • @3D_GO
      @3D_GO Рік тому

      Glad it helped. While COPs is quite powerful it needs an update. The channel copy node is an example of poor UI which could be fixed pretty easily. Copying channels is vital for comp and texturing and I suspect alot of users run into issues with the channel copy. I have a short video with some tips on the channel copy node as I think it probably is useful in some situations but the vopcop method makes more sense to me.

  • @dj_multiple_one
    @dj_multiple_one Рік тому

    Thanks a lot!! I need this info right now)

    • @3D_GO
      @3D_GO Рік тому

      No worries. Glad it helped.

  • @3D_GO
    @3D_GO Рік тому

    The issue I had where I couldnt get displacement and normals working together in openGL at the obj level was indeed an issue with my machine. Updating the drivers and updating to the latest version of houdini (19.5.640) sorted it out . It doesnt look quite as nice as openGL in the stage context but I can now get a better feel how both the displacement and the normals are working on my test models without having to going into LOPs.

  • @ericapunkt7956
    @ericapunkt7956 Рік тому

    Thank you a lot! There is no way I would have learned this somehow by myself. Really like your videos, learned a lot and fast.

    • @3D_GO
      @3D_GO Рік тому

      Glad I could help!

  • @RMAFIRE
    @RMAFIRE Рік тому

    this is next level 👍🔝🔝

    • @3D_GO
      @3D_GO Рік тому

      Thanks mate.

  • @PatrickGavin1
    @PatrickGavin1 Рік тому

    thats a good feeling

    • @3D_GO
      @3D_GO Рік тому

      Coffee and CG all about the dopamine hit

  • @3D_GO
    @3D_GO Рік тому

    Really missed out on calling this revenge of the fifth

  • @3D_GO
    @3D_GO Рік тому

    When you forget how to do something, search for a youtube video and then find one that you did, lol.

  • @PatrickGavin1
    @PatrickGavin1 Рік тому

    hahaha nice.....MAy the 4th be with you

    • @3D_GO
      @3D_GO Рік тому

      May the 4 to you too

  • @PatrickGavin1
    @PatrickGavin1 Рік тому

    Also did you re take the photo as raw? Seems like an easy win to get rid of jpeg banding

    • @3D_GO
      @3D_GO Рік тому

      While I think high res 32 bit images will solve it alright i have come away from this solution. Need to have something that will play nice with stable diffusion which is limited res and limited bit depth at least currently.

  • @ctrltwin
    @ctrltwin Рік тому

    Very nice , how flexible is this? can you swap out the photos for similar results. Can you put more tutrials on this

    • @3D_GO
      @3D_GO Рік тому

      Pretty flexible once setup. You get good results quickly, but it gets a bit more involved if you want it to look more photoreal. There is loads of fun stuff you can do with heightfields, and Im very excited about plugging in stable diffusion into this workflow, I think its possible to build an interesting workflow around that.

    • @PatrickGavin1
      @PatrickGavin1 Рік тому

      How easy is it to get stable diffusion involved? Would give you image and depth

    • @3D_GO
      @3D_GO Рік тому

      @@PatrickGavin1 looking at this currently and happy to report it's looking good within certain constraints

  • @ДмитроСказон
    @ДмитроСказон Рік тому

    Hi, man! I'm starting to make Jupiter gas motion, and your tutorial was very useful. thank you very much! you are the best!

    • @3D_GO
      @3D_GO Рік тому

      Very welcome hope it goes well.

    • @ДмитроСказон
      @ДмитроСказон Рік тому

      I'm sure it will. my colleague did it in Blender, but he cannot cusomize big swirs and tornado on Jupiter. flowmaps guide are looking good, and i think its the best solution. Houdini rules!

    • @3D_GO
      @3D_GO Рік тому

      @@ДмитроСказон Flow maps are pretty cool, they get used alot in games for rivers, lava, magic portals etc. I think there are lots of more real time solutions that we can use in Houdini, instead of trying to sim everything.

  • @3D_GO
    @3D_GO Рік тому

    There is a previous tip somewhat similar to this that just looks at using the channel copy. I will just pin the link here should anyone need another look at the channel copy. ua-cam.com/video/b5hGXPRcne8/v-deo.html

  • @3D_GO
    @3D_GO Рік тому

    Hey folks, as pointed out in the comments, the channel copy is a bit of an odd node to use. I did a follow up video here looking at an alternative way to shuffle channels with a VOPCOP which you may also find useful. ua-cam.com/video/jQt2WKRTuQs/v-deo.html

  • @carlosrivadulla8903
    @carlosrivadulla8903 Рік тому

    Awesome! this is much better. thanks for detangling the workflow and listening to your subscribers

    • @3D_GO
      @3D_GO Рік тому

      My pleasure.

  • @wewantmoreparty
    @wewantmoreparty Рік тому

    Ahh great was thinking this way i would be able to export multiple vertex map to unreal :)

    • @3D_GO
      @3D_GO Рік тому

      Yep should allow for very clever packing throw in a mosaic node and you can pack an animation atlas full of useful info to drive shaders

    • @wewantmoreparty
      @wewantmoreparty Рік тому

      ​@@3D_GO great was also doing some usd solaris to unreal with material x textures works great though crashing when using big geo cache. Hope it will be out of beta soon

    • @3D_GO
      @3D_GO Рік тому

      @@wewantmoreparty if your using vertex colours on points you will most likely want the labs import attribute node that should do the trick

    • @wewantmoreparty
      @wewantmoreparty Рік тому

      @@3D_GO Does it work well with animated textures? as flipbooks? Right now using vertex color on my sims, but really wanted to be able to get multiple attributes over

    • @3D_GO
      @3D_GO Рік тому

      @@wewantmoreparty haven done it for production but I once packed an ocean sim into a texture atlas with displacement normals foam etc. Result was nice lots of fun data for shader to play with. I guess it depends animated textures in flipbooks can get very large very quickly.

  • @RMAFIRE
    @RMAFIRE Рік тому

    you are an expert at this⚡⚡⚡

    • @3D_GO
      @3D_GO Рік тому

      Thanks your making me blush! I do appreciate it. To be fair the bar is low with COPs as there is little info out there.

  • @benox50
    @benox50 Рік тому

    really cumbersome for simple channel append, and I dont have color in my final out, they are all in the red channel, how do you put them in the G and B ?

    • @benox50
      @benox50 Рік тому

      basically want to append/combine black and white masks

    • @benox50
      @benox50 Рік тому

      too bad man, gonna use HeightField output instead ...

    • @3D_GO
      @3D_GO Рік тому

      When you say they are all in my red channel do you mean masks from a heightfield? If so you can bring them into cops using a sop import node. Hit the import planes button and if you check the image plane viewer (this is above the viewer and will be set to C by default) in the viewport you should be able to look at each one in the viewport. The masks should show up in the channel copy and you can use the technique in the video to shuffle them. Hope this helps.

    • @3D_GO
      @3D_GO Рік тому

      @@benox50yes heightfield output is good for direct output disk . If you need to adjust in cops you would need to channel copy. There is another way to do this using a vopcop. If I get time I will do a separate vid on this.

    • @benox50
      @benox50 Рік тому

      @@3D_GO I can only copy them in the red channel, you cant choose C.G and C.B cause they dont exist with black and white images, and you cant add only C.R etc., you need to add the whole C, so you add the whole "C plane" for adding them in all RGB, but now I cant isolate only one, they always come together. Maybe you can send me a small screen reccord of how, cause its mind boggling

  • @007moleculo
    @007moleculo Рік тому

    Hey-hey! is there any way to place randomly imported image inside cop texture? I mean place some image randomly like we scatter points in SOP context. thx

    • @3D_GO
      @3D_GO Рік тому

      To do this in cops this will require building a system in a vop cop or using vex doable but a bit more complicated. I suspect the easiest thing to do would be to scatter the image in sops using the standard copy sop setup. To get this into cops depends on what you need there. If it's just the shapes easiest would be to use the geo node in cops. If you need the height info displace image in sops then project onto a heightfield. Then use sop import in cops to bring in shape and height. If you need other info say curvature or other attribs there is a lab import attribute cop. Hope this helps maybe I will do a video on this at some point

    • @007moleculo
      @007moleculo Рік тому

      @@3D_GO thank you for the detailed response. As I understood Geometry node will make something like a shape what is a powerful solution but what if I have some procedural geometry, for example building, and I need to add some graffiti on its walls here and there. How to be? but I guess I can add some randomness to coordinates in cop vop and just place a picture as a layer. Hmmmm but if I need to create 20 grafittis I can make random coords within some interval in for loop inside cop vop. Anyway thank you))

    • @3D_GO
      @3D_GO Рік тому

      So really I think the technique you are after is texture bombing. This is a relatively old school idea where we randomly project textures onto models. This step is usually done at the shading rendering stage so you adjust as you render. As far as I know it's not implemented in Houdini karma by default. Redshift I believe has an option for it. I think there is an osl shader that could probably be modified to work with karma if that was required.

    • @3D_GO
      @3D_GO Рік тому

      Now that I think about it there was a talk a few years back from a vfx house I think in Germany where they discussed using this. I will look later and see if I can find it.

    • @3D_GO
      @3D_GO Рік тому

      ua-cam.com/video/txeyobOnxq4/v-deo.html rise vfx discuss texture bombing setup implementation