You can get waaaaaaay better brick walls with just Substance Designer. The "Moisture Noise" node for cement grout, some "Edge Detect", "Flood Fill", "Slope Blur Grayscale" for some cracks... You'll get MUCH better results than using heightfield erosion, lol. You get a crisper normal map from Substance Designer.
I'm genuinely asking: why do all of that in Houdini to then just color it in SD, when you can do all of that from scratch in Designer and get a better result?
While i think you will get a faster result in SD, I guess a few reason you might do it in Houdini include. Money - not having to pay for SD (obvs). Time - SD is a very specialised package who skillset doesnt easily transfer out of SD whereas learning to do this type of work opens up lots of other workflows in Houdini as it is a much bigger package. You are correct to point out that he is doing little by bringing it over to SD for colouring he could have brought the Heighfield into COPs and coloured it there and got a similar result. While I havent done direct comparisons I guess you will get better results faster in SD though I think there will be specific cases where doing this kind of work in Houdini will be easier, such as the following example also by SImon ua-cam.com/video/HtCxq8UZGD4/v-deo.html
One idea I tried to do long long ago, and never tried it again was to literally scatter points on a mesh, use copy2points then jitter them a bit and use the points to instance a literal Zbrush-Alpha tga which had been transformed onto a 3D mesh, and use that mesh as a looped boolean to cut out parts of the target meshes and try achieve the look of zbrush edge/eroded sculpting and get these very good looking edges that ppl manage to do rather than doing it with substance designer's slope blur or which ever, which just dont look as good as the properly sculpted ones But yeah, sadly it never worked properly, I could create some very interesting procedural rocks... but not "chipping", but yeh maybe you can bounce ideas around with it
Great idea, using some zbrush alphas makes it look pretty good without guess what noises to use. When it comes to sculpted edges and chipping, that is sometimes tricky. Especially if you need to make this for complex shape, simple boxy rocks are faster to do then a statue that need a "rockify". Also it is brave to use a boolean as that can be unpredictable for some cases.
immediately like) I wanted to ask, if it makes sense to assemble the shader in Houdini if you need to achieve the effect of heated air? Or are these effects done in the engines?
Daaang i'm in the process of exploring different techniques for bricks right now, definitely gonna try this one out. Thanks!
magnificent!
houdini is just crazy! it would take really long to do this in blender with geometry nodes. crazy crazy crazy crazy
legendary interface navigation. what do you use to pan around so smoothly?
You can get waaaaaaay better brick walls with just Substance Designer. The "Moisture Noise" node for cement grout, some "Edge Detect", "Flood Fill", "Slope Blur Grayscale" for some cracks... You'll get MUCH better results than using heightfield erosion, lol. You get a crisper normal map from Substance Designer.
Your Tutorials are priceless! Love them all! Thank you very much for doing them!
Dude, insta sub, great tut, straight to the point and with so many little tips, loved it!
Wonderful approach, love your tutorials. Is there any updates on the titan series?
I learned a lot from these videos.Thank you Simon
yazzz! ohboy!
I'm genuinely asking: why do all of that in Houdini to then just color it in SD, when you can do all of that from scratch in Designer and get a better result?
While i think you will get a faster result in SD, I guess a few reason you might do it in Houdini include. Money - not having to pay for SD (obvs). Time - SD is a very specialised package who skillset doesnt easily transfer out of SD whereas learning to do this type of work opens up lots of other workflows in Houdini as it is a much bigger package. You are correct to point out that he is doing little by bringing it over to SD for colouring he could have brought the Heighfield into COPs and coloured it there and got a similar result. While I havent done direct comparisons I guess you will get better results faster in SD though I think there will be specific cases where doing this kind of work in Houdini will be easier, such as the following example also by SImon ua-cam.com/video/HtCxq8UZGD4/v-deo.html
I dont have any of the LABS functions(edge damage/instace atributes) in my houdini, how do i activate/install them?
You can get them through the launcher for exemple.
thanks simon
One idea I tried to do long long ago, and never tried it again was to literally scatter points on a mesh, use copy2points then jitter them a bit and use the points to instance a literal Zbrush-Alpha tga which had been transformed onto a 3D mesh, and use that mesh as a looped boolean to cut out parts of the target meshes and try achieve the look of zbrush edge/eroded sculpting and get these very good looking edges that ppl manage to do rather than doing it with substance designer's slope blur or which ever, which just dont look as good as the properly sculpted ones
But yeah, sadly it never worked properly, I could create some very interesting procedural rocks... but not "chipping", but yeh maybe you can bounce ideas around with it
Great idea, using some zbrush alphas makes it look pretty good without guess what noises to use. When it comes to sculpted edges and chipping, that is sometimes tricky. Especially if you need to make this for complex shape, simple boxy rocks are faster to do then a statue that need a "rockify". Also it is brave to use a boolean as that can be unpredictable for some cases.
immediately like)
I wanted to ask, if it makes sense to assemble the shader in Houdini if you need to achieve the effect of heated air? Or are these effects done in the engines?
If you are building a game then you will properly do that in game engines
😍😍😍