dustykhan
dustykhan
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Real-Time VFX Pipelines 2015年3月26日8:26
Great presentation. This is the sort of learning material i have been wanting to get my hands on. Anything that helps me learn Houdini with a focus towards games rather then films is a massive plus, but hey all skills are transferable right…
Thanks for sharing!
Thanks for sharing!
L-System and randomly selected leaves 2015年3月24日10:21
I'm no Houdini expert but I would set a point as the leaf geo used by the l-system, which you can then set as a group and use to instance the leaves onto.
Once you have your L-System and leaf group set up, connect this to the second input of a Copy sop and then add the Switch to the first input. You can then create a stamp function to randomly select the leaves and copy them to the leaf group.
Not sure if I have explained it too well and there is probably a better way of approaching this, but I'm pretty sure that should work…
Once you have your L-System and leaf group set up, connect this to the second input of a Copy sop and then add the Switch to the first input. You can then create a stamp function to randomly select the leaves and copy them to the leaf group.
Not sure if I have explained it too well and there is probably a better way of approaching this, but I'm pretty sure that should work…
(Image Heavy) Houdini - Modo - Substance Designer 2015年3月24日6:48
Hi Magnus, thanks for your response.
So I assume you are using the Poly Reduce tool in Houdini to create the low poly mesh, which you then bring into Substance to create the masks and bake?
Wouldn't you get higher quality results if you were to retopologize the simulated mesh back in modo, which would then allow you to create a cleaner mesh and properly UV the asset before baking?
I guess one of the reasons to create procedural assets is to save time during the production cycle, but how do you then measure the time saved/asset quality ratio?
So I assume you are using the Poly Reduce tool in Houdini to create the low poly mesh, which you then bring into Substance to create the masks and bake?
Wouldn't you get higher quality results if you were to retopologize the simulated mesh back in modo, which would then allow you to create a cleaner mesh and properly UV the asset before baking?
I guess one of the reasons to create procedural assets is to save time during the production cycle, but how do you then measure the time saved/asset quality ratio?