02 - ATTRIBUTE WETMAP - MFX Modules for Houdini
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- Опубліковано 21 сер 2024
- Project file can be found here:
markfancher.gu...
Module 2 will cover the basic Attribute Wetmap technique. We’ll learn how we can use a solver to stick attributes our geometry and look at a couple practical applications such as raindrops and footprints.
MFX Modules are micro-setups / Houdini knowledge chunks that come up a lot in my other tutorials. The fundamental vex and computer graphics concepts behind these modules will surely enrich your Houdini knowledge wherever you are at in your Houdini journey!
Linktree: linktr.ee/mark...
Super informative. The way you describe what is happening with your vex code in each tutorial is really helpful.
Amazing video, thank you!!
But you don't need an attribute wrangle, just Prev_frame and Imput_2 into attribute transfer.
Oh i never thought about it like that. Nice!
I just started learning Houdini. I'm a big fan of yours sir. Thanks for making videos and teaching us cool stuff.
Love this series and how you explain what you are doing. Thanks again!
if you set the distance metric to distance from surface, most cases it speeds up the mask from geometry node :') loving the series so far! thank you
Thanks for the tip!
Awesome little setup
Thank you Mark, this is great!
Just incredible
Very handy info! Thanks!
session number two completed :D
Thanks!
sooo useful thanks!
Dear kind human, thank you for your support!
how could i paint on moving targets? this setup breaks when movement comes into play
Wow this is gold. Thank you mark. I just want to know how can we use all these animated masks in vellum solver?
Thanks! That's a little more involved than I can answer here, but maybe I'll do a more in depth tutorial on it someday. You could try to use it in a way that is covered in this tutorial:
ua-cam.com/video/DalGtAi2PGI/v-deo.html
Hey Mark! Your tuts are really helpful. Just wanted to know if there's a way of using greyscalegorilla premade redshift materials in houdini? I'm not sure how I'd go about this
I don't know of any automated way, I imagine it's just a matter of bringing in the individual maps and constructing the shader graph.
The third wet map is played at the beginning. Why does the map read the points of the plane?
This is just an attribute wetmap, so it only affects geometry rather than creating a higher resolution map that can be used in UV space.
Excellent! Would you know a reason why the real time toggle is not ON by default? Wouldn't that be the more reasonable default? Always asked myself that.
I’m not sure. I think maybe if it’s off it gives an overall better sense of what the performance of the scene is? It is odd though. I feel like most of the time my scenes play back slower than real-time anyways 😂
@@MarkFancherFX Haha, same. I think it should rather be the other way around - disabled only IF you want to speed things up to the max. 🤝
Dude, you're overcomplicating this, you're scaring away beginners!
I'm sorry to have offended you with my professional free 15 minute tutorial😅