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Houdini: Quixel Megascans Displacement using Redshift
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- Опубліковано 13 сер 2024
- I finally figured out how to get displacement working correctly in Houdini using Redshift Renderer.
I have tried many other methods of remapping values but this one seems to be the simplest and yields great results.
link to original article: www.byccollective.com/blog-po...
thank you so much! that issue drove me crazy for the longest time. love your channel, keep em coming (:
Thanks SO much my friend! Really appreciate the kind words!
ahh i was just messing with the min and max values per asset, didnt know there was a formula to it, thanks!
Hey! thank you so much. I've come from using htoa(arnold) and it did work. If there's anyone here coming for the same but for htoa, try to go even beyond from -0.25 on the offset. On my case I had to lower it until -0.9 to make it work. Thanks dude, much appreciated.
I'm not sure if they've updated Bridge since this video was posted but my experience with this as of June 2021 with Bridge's default settings and RS 3.0.47 is:
- Set the normal map color space to Raw
- Set the displacement map color space to Raw
- Adjust the displacement range to -0.5 to 0 as shown in the video
- Done
-0.5 to 0 or -0.5 to 0.5 ?
Well done on the color offset trick. I had been looking for this needle in the haystack for quite a bit of time. Thanks heaps.
OMG ! I was rebaking my displacement map from the high poly for months to get a map with the correct range. Thank you so muuuuch, it's way more convinient !
Glad to hear its helped you Benoit! We also released a shelf button tool that will generate a better quality LOD + bake out some additional maps, just in case that helps you too ;) Cheers!
@@breakyourcrayons Awesome ! Thanks a lot for sharing it for free ! I made an hda a few month ago but I encountered some issues with some megascan's assets where the displacement baking was crashing. It will definitely help me :)
Thanks alot man! No Nuke, no log2ln, just plain old Houdini. Finally!
The way it should be! Haha :) Thanks bud, glad it helps!
Thank you I searched so many places and you solved my problem!
Thank you so much! This problem is also at cinema 4d, and retrying everything I found that c4d needs just new min/max: -0.5 to 0.5 and scale in the displacement node in material to smthng about 10. But these parameters depend on the size of the object, I will look further
I just subscribed cause the tip itself is wonderful. But the "peace" at the end made me click on the bell icon
Pretty good content! Cheers!
Same in 3ds Max gonna try this! it was driving me nuts Thanks!!
I knew about the -0.5 / 0/5 (I do that for every asset) but not the adjust to -0.25 nor the object space vs tangent space for the normals. It would be interesting to see these changes set up on the standard Quixel LOD0 vs the custom LOD0 created with your amazing tool to compare apples to apples.
Keep up the incredible work may be a small group at the moment but will continue to grow exponentially with quality such as this!!
Thanks so much Theodore! Really appreciate the kind words :) I did actually notice some artefacts on this model due to the low poly count. So the default LOD0 should be ok for most things but if I were using this asset in a project, I would probably run the tool on it so we retain more detail.
When I first brought the issue up with Quixel, they actually told me that part of the issue is that some of the LOD0's are too low res. At least we have everything we need to correct it now :) Thanks again for the wonderful comment!
Awesome video!
thank you so much!
Can't believe the fix was so easy, thanks for all the time you took troubleshooting!
Looking forward to the next vid, keep it up! :D
Thanks Eirik! Very much appreciated :)
Came here from reddit, thanks for this awesome tip
Thanks for the comment bud! Happy to hear this video has been helpful!
super cool and helpful!!Thanks a lot, bro!!!
Thank you! This is great. Makes me wonder why Quixel did not implement these settings by defailt
Thank you! That was helpful.
Negative 0.25? Can't seem to replicate it in C4D since the value number won't go down below zero.
Damn, that’s frustrating. I unfortunately don’t have C4D to test things.
Are you able to apply an expression to the offset value? (value-0.25)
Otherwise someone mentioned just enable sRGB (gamma override). Which theoretically is similar except it applies a gamma curve to the texture as apposed to offsetting the color values. You also don’t have as much control.
That's a subscription from me. Great video
Hey, good to see you're back!
Do you have a fix for the bridge plugin?
just set displacement map to srgb (not linear!) + also the -0.5/+0.5 remapping
life saver
Thank you! this saved me! Btw, any chance you have a video explaining the shader setup from megascans if done from scratch? bridge doesn't work yet on Houdini 19, I managed to recreate the majority of it, but not sure about specular and in general might be useful : ) thanks!
You are the best!!!
Hahaha, thanks Ziyan!! :)
Is there such a thing as color normalize in rs? If so, you can stick that after the texture, and then fit it to -.5/.5 you theoretically dont need to fiddle with the offset anymore. A bit more of a procedural approach maybe?
Hey Tom! The way redshift calculates its math is a bit weird. It seems to be in screen space. I think that’s the reason it took me so long to get a solid work around to the issue.
Any additional nodes I would add, didn’t give me the response I was looking for. Especially something as straight forward as a fit range.
I found out that you can get the values back in line by adjusting the new range min/max but you have to fiddle around with it. In this case it would be a range of -0.67 to 0.33.
I figured it’s easier to just adjust the offset instead since it’s only 1 parameter.
I also just needed to understand what the math was doing. In this case it’s almost identical to what is happening in Nuke which made a lot of sense to me :)
Hope the video helped! If you do find another combination of nodes that works, please let me know!
@@breakyourcrayons thanks for the reply, I don't (yet) use redshift myself, but this stuff is helpful for when I do in the future.
Wish i knew this a year ago. Thanks!.
Is it the same story for megascans surfaces?
Haha, me too! Megascan surfaces seem to be pretty good. You can use the offset if you need to with surfaces but I havent needed to do that recently. You will still need to change the range to -0.5 - 0.5 though.
For bump maps, the gamma override seems to work to get them to not look fucked up in the render. *shrug* Thank you for this and displacement.
Awesome video thanks so much. Does this apply the same to just standard imported quixel materials as well?
Hey thanks so much! I havent had any issues with 'surfaces' (quixel materials). Those seem to work pretty well, but if you are looking to increase the displacement and get more contrast out of it, then you could use the same method 👍
Hello! What version of Mac OS are you using? Do you have a Mac Pro? What graphics card do you use?
It is strange to see Houdini tutorials on MacOS in 2021.
Thanks for the tutorials, they are useful.
Hi Daniel! Now that you mention it, it is pretty strange haha! Im running an old Mac Pro(2012) with a GTX1070ti GPU. I've pretty much modified everything except the motherboard and CPU's.
I will have to update in the next few years though but it probably wont be with a Mac machine. Its way too expensive now plus Mac doesn't support Nvidia anymore :(
Thx
Hi! where did you get that look dev set??
Hi there! I made the lookdev set :) I can make a quick tutorial on that and make the textures available if you like?
@@breakyourcrayons that will be great, I usually use Cave Academy Look dev scenes, thank you!
is this still valid or have they fixed their maps?
Good question! I've noticed that their more recent assets are better. You still have to change the displacement 'New Range Min' & 'New Range Max' -0.5 & 0.5. But I haven't had to adjust the offsets at all. (On older assets I find I still need to do this sometimes) I've also found that most of the details actually come through via the normal map.
I'm going to post a new video on the normals soon because I changed the way I do it now and wish I did it sooner.... Cheers!
@@breakyourcrayons Will you make that video? What has changed? I'm intrigued.
I set normal map color space to raw and use the tangent space, it looks good.
That annoying normal map bug is still there.
Does this happen to you too? I am using an older version of redshift due to my setup. I read it had been fixed in a newer version but I figured I’d leave it in the video in case it’s happening to others 👍🏻
@@breakyourcrayons mine is 3.0.32
Also, what's your textures download/export settings in Bridge?
Ok, im using 3.0.17 at the moment. My texture settings are fairly standard in Bridge, currently using jpg normal maps. I dont really see an option in bridge that might fix it. I always found the normalbump maps pretty weird. Sometimes if I just replace the normalbump.jpg with just the regular normal.jpg map it sometimes works better.
I closed the webpage I had open last night but try this: select the Asset Geometry node -> Redshift OBJ tab -> Settings Tab -> Render Tab -> then check 'Force Compute Vertex Tangents from the object UV map'.
That should apparently fix the normals issue but it doesn't work for me unfortunately :( Hope it works for you though!!!