Scattering Rocks in Houdini 18.5 | Emily Fung

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  • Опубліковано 15 лип 2024
  • Emily shows us two techniques that can be used to generate rocks, and then how to scatter them using the new Scatter and Align SOP, released in Houdini 18.5. She also takes one of the shots from The Dawning, and renders it in Karma, as a USD scene in LOPs.
    For more info, visit www.sidefx.com/dawning
  • Фільми й анімація

КОМЕНТАРІ • 19

  • @nilestanycosta863
    @nilestanycosta863 3 роки тому +5

    Emily is amazing!

  • @SveGalabov
    @SveGalabov 3 роки тому

    great overview thanks for sharng! I am curious about the cops procedural texture build. It is awesome to have that power inside houdini and not jumping to 3rd part software for every single piece of geo. Bilichenko did brief example of cops texturing as well during vellum cloth presentation. Can we have an access to the scenes so we can make some reverse engineering?

  • @021shaw
    @021shaw Рік тому +2

    How is it like working "as satanic artist"? Jokes aside, it took me a while to be ready for this tutorial and today i am very gratefull for it. Wish you explained more in depth the LOD part.

  • @tomlear5432
    @tomlear5432 2 роки тому +1

    Is there a direct link to the example files mentioned about 9minutes 30 seconds in? Thx!

  • @junglingmitapfel2902
    @junglingmitapfel2902 3 роки тому

    One question.. When I want to instance geometry with the new attributefrompieces, what should I do to keep the geometry's material? I can't find a way my grass shows up right :(

    • @GameDevAraz
      @GameDevAraz 2 роки тому +1

      Why Don't They Answer, People Need Help, If They Truly Cared, They Would Answer

    • @GameDevAraz
      @GameDevAraz Рік тому

      @@LeonardoMastrogiovanni 🤨

  • @GameDevAraz
    @GameDevAraz 2 роки тому +1

    Hi How Do We Raise The Terrain A Bit Around Scattered Objects To Make It Look More Natural? Thanks

    • @junoxvc
      @junoxvc 2 роки тому +1

      You can bring the scattered rocks into the hightfield, heightfield mask by object, adjust the mask according to your needs and transform the heightfield by that mask.

    • @021shaw
      @021shaw Рік тому +1

      Or simply use a "heightfield project node" to project the rocks you scattered onto the heightfield and merge your rocks over.

  • @victorjarnoux1150
    @victorjarnoux1150 Рік тому

    what is the VEX to merge the mask pls I'm struggling ?

  • @jbach
    @jbach 10 місяців тому

    This is great. Would be better if there were a sample .hip to follow along.

  • @Malak1000
    @Malak1000 3 роки тому

    How did you stack your LODing with your distance from camera per object type?

  • @yousefyaghoobi282
    @yousefyaghoobi282 3 роки тому +2

    Is karma faster than mantra

    • @yousefyaghoobi282
      @yousefyaghoobi282 3 роки тому

      @@botarate5119 i mean for the gpu

    • @biiiiioshock
      @biiiiioshock 3 роки тому +1

      @@yousefyaghoobi282 Karma is only CPU for now

  • @kyozhan7172
    @kyozhan7172 3 роки тому

    Nice voice :)

  • @KeijiKaini
    @KeijiKaini Рік тому

    "Like so!" Girl.... there is no reason in just " showing us" the nodes. you have to click on every node and make it visible what you are actually talking about...