Houdini Everyday - Part 4 - Procedural Shading

Поділитися
Вставка
  • Опубліковано 10 лис 2019
  • 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

КОМЕНТАРІ • 6

  • @vardanyan.h
    @vardanyan.h 4 роки тому +2

    Thank you for the great tutorial series. Tutorials are very good, informative, and very easy to understand. Big thank You

    • @breakyourcrayons
      @breakyourcrayons  4 роки тому +1

      Glad you liked it! I appreciate your kind words.

  • @warrenhenning8064
    @warrenhenning8064 4 роки тому

    I've watched multiple introductions to VOPs and none of them mentioned the starting position and how that would influence VOP behavior. Obvious and not surprising but I still hadn't thought about it before. Thanks!

  • @dissonantprotean5495
    @dissonantprotean5495 2 роки тому +1

    This is interesting, and I'm sorry to be pedantic but I'm not sure this is really "procedural shading" because it's all done on the SOP level, and it relies on your geometry being really high-poly to get any kind of resolution ... Is there a way to get the same resolution in the render, without subdividing the sphere as much?

    • @breakyourcrayons
      @breakyourcrayons  2 роки тому +2

      Hey thanks so much for the comment! Been a bit crazy my side.
      So if I remember correctly, I did that at the sop level for visualisation purposes.
      Working with noise pattern in the material can be hard to visualize and rendering with mantra takes a lot longer than redshift.
      Once you are happy with the results, you can copy that vop setup into a material network and with will work accordingly.
      That's one of the things I wanted to showcase in this series, working with vops is very translatable within houdini.
      Once you use it at the sop level, its a very similar process, if not identical, for dops, pops, material networks etc.
      In short, visualize the noise at the sop level, then copy the noise pattern and use it in the material network on a lower poly, more usable mesh.
      Hope that helps!

  • @picosdrivethru
    @picosdrivethru 3 роки тому

    what are the best ways to control proportions of graphic shapes in a noise shader? (from a graphic design perspective) a lot of procedural stuff I see in tutorials is so busy and even (every shape is similar in size and graphic repetition....the best one I see in this tutorial was perlin I think, you have a nice graphic breakup) Is there any way I can create some sort of control system that allows me to input much tighter proportions?????