uv/texture based wetmaps in houdini

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  • Опубліковано 5 січ 2025

КОМЕНТАРІ • 14

  • @MrMiguelpozas
    @MrMiguelpozas 2 роки тому +1

    This is looking very nice! Thanks for this. I hope you get more views :) You deserve them

  • @joe-rivera
    @joe-rivera 2 роки тому +2

    Love the HDA, thank you! Is it possible to use this on geo with UV's across multiple UDIMs? I tried adding %(UDIM)d to the COP ROP, but it doesn't seem to recognize it.

    • @evanrudefx
      @evanrudefx  2 роки тому +1

      Hey, I have tried that. Maybe a feature to add in the future!

  • @someoneedits
    @someoneedits 8 місяців тому

    hey i have a doubt, how can render this using karma ?
    please tell me im on a project .
    and after that white and black map is create ,how can i told him to make it reflective or shine on y textures?

  • @BlueZiFX
    @BlueZiFX 2 роки тому +1

    Hi, thanks for this awesome tutorial. Can you make a video about rendering wet map pass using Mantra? I'm trying to render only the wet map pass and put it into Nuke to composite but I have no idea how can I get the reflection, roughness of surroundings when I only have white/black information from your uv/texture based wetmaps technique.

    • @evanrudefx
      @evanrudefx  2 роки тому +3

      Are you talking about wetmaps for live action footage? Because you don't render out a wetmap pass per say from Houdini other than the black/white texture. You render out the black/white pass from Houdini and use that in after effects or nuke as a matte for a color grade adjustment. For example, I just color graded my footage to look darker then used the black and white wet map as the matte. If you want reflections you place basic geometry and put on a reflective material and adjust roughness. In the opacity for the material you can use the black and white wetmap so only wet areas render. Then in compositing you mix the reflective layer on top. To get reflections you would need an hdri or basic geometry with the footage projected onto it or both

    • @BlueZiFX
      @BlueZiFX 2 роки тому +1

      @@evanrudefx thank you so muchh for the explanation :) really appreciate it!

    • @BlueZiFX
      @BlueZiFX 2 роки тому

      @@evanrudefx Hi, I'm trying to render the black/white matte wetmap and I wonder are there any ways to set the shop material path as the emission since I want to turn off all my lights to get only black/white matte ( I don't want my matte affected by lights). I used uv quick shade and then in the Mantra's material builder, I plugged Color Surface to Emission Color but it did not work. Thanks in advance!

    • @evanrudefx
      @evanrudefx  2 роки тому

      @@BlueZiFX dont really need emission, you just want an unlit surface with no lighting computed. In /mat do a material builder then drop a texture node inside it. Plug the clr output of the texture into the Cf input of the surface output. Make sure you have the texture node reading your wetmap. That should render just the texture with no lighting

  • @9AFilms
    @9AFilms Рік тому +1

    Helped alot

  • @hackzide
    @hackzide Рік тому

    Is it normal that when I tried to use the wetmap node, my Houdini goes into a indie licence?

    • @evanrudefx
      @evanrudefx  Рік тому

      Yes, because the hda is only hdalc because I only own Houdini indie

    • @hackzide
      @hackzide Рік тому

      @@evanrudefx oh that makes sense! I'm losing my mind! I'm trying to get a wetmap from points but I can't make it work! I already have the wetness attribute created but the collider with the pointa scatter is not retaining the UV parameter so it broke when I connect my solver to the texture solver I think