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Houdini: Quixel Megascans workflow rendered with Redshift
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- Опубліковано 14 тра 2020
- 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 create an image like the one in the video. Instead of recreating the scene I made, hopefully you can use this masking technique to better art direct your own work.
See the original post here:
www.byccollective.com/blog-posts/houdini-quixel-megascans-workflow-rendered-in-redshift
Saw this from the Houdini subreddit. You did a fantastic job and I learned a few tricks along the way! I love your style of teaching. I would love more on how you composite from Houdini to Nuke. What you showed was amazing, just could use a few more tricks of the trade with compositing. Fantastic work!
Jeff Abraham thanks so much bud! Glad to hear you learnt a few things :) my next tutorial I’ll go into more depth with everything. It will be a longer tutorial but we will dig into everything deeper. Will also try do the same setup in After Effects as well as nuke 👍🏻 thanks for the feedback! Really appreciate it!
Thank you so much!!! This tutorial helped me a lot!!
Great video! I agree with the other comments - it would be brilliant if you could share some of your Compositing tricks the same way you composed this video. Content like this is greatly appreciated!
Thank you so much for this wonderful tutorial!!!
Really nice tutorial. I dont use Redshift, but i still learned something. Keep it up :)!
Luca Roediger thank so much Luca, I really appreciated the feedback!
You saved my life
Awesome tutorial! Really interesting to see your workflow!
Thanks!
thank you for this!
seems like lately the tutorials often appear, right when I need them.
most useful Quixel in Houdini tutorial yet, I think!
Hope i can get it to work in Renderman or Octane, but the most useful information in your tutorial is quite universal.
Wow, thanks so much for the kind words! Glad it came at the right time :D
I felt like I left out quite a bit of info. My next tutorial will go more in-depth and focus on making Megascans assets and the final render look as good as possible 👍🏻 thanks again for the feedback!
Break Your Crayons No, thank you, seriously, it's invaluable, that there are so many free tutorials accessible and I am always grateful when people cover a topic that I haven't seen covered yet.
I am still not sure how the assembly of a tree, with their assets, is "supposed" to be done. Like in Houdini.. not SpeedTree or PlantFactory. I want to try creating my own assets also. But coverage of any aspect of the workflow would be greatly appreciated. Even if it's Nuke, as you said, a lot of it (I hope) is also possible or applicable in After Effects. Thanks 😊
@@breakyourcrayons Awesome! Looking forward to it. Stay safe and sane.
SphereSquared thanks so much bud! I’ve been wanting to create a decent workflow for trees for ages. Haven’t gotten round to it yet but hopefully soon :) keep well my friend! Thanks again for the kind words 🙏🏻
Just a other way around for density paint attrib, instead of doing all those, you can just use normal paint node, paint wherever you want(black and white), and below that, add attribute wrangle(points) and type "f@density = @Cd.r;" this will act as density for points. No need of unlocking the quixel node.
Shubhajit Ghosh epic! Thanks so much for the input Shubhajit! I’m gonna give that method a go next time I’m scattering, thanks!
what does the .r standfor. Besides that couldnt you just leave the attribute paint there and add the wrangle and replace @Cd.r with your own attribute.
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
If Im using a quixel material for the ground, do you know a way to get the scatter to match the ground displacement? In the displace source tab I have linked up the same texture as Im using in the displacement, but its not matching.
Hi there! This is proving to be more challenging than I thought. I'll let you know if I figure out a good solution!
@@breakyourcrayons yeah you can see the displace tab is effecting the instances, but not as you would expect. I know in C4D you can just use a displacer and match up the material and it works as expected. Houdini? no idea! lol
Just realised you are on a mac. How can you get redshift on apple OS? whats your hardware?
Hey bud, yeah I’m on an old cheese grater Mac Pro 5,1 (2012). I have replaced everything except the cpu’s. Running a GTX1070ti graphics card with nvidia driver. I probably won’t be using Mac when I upgrade. Will go with a Linux setup similar to my studio machine.