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Drakon
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Recent Forum Posts
On jewelery rendering setup. June 28, 2019, 12:47 p.m.
Hi all, hope it's super sunny where you are! I'm starting a new jewelery design rendering project. Till now I've been focused on modeling and animation, so I need to shed some light on caustics and Gi. Could any of you good Houdini folks recommend good caustics/jewelery rendering tutorials compatible with H16.5, preferably videos? Thank you kindly.
Another Roof Tool in progress Aug. 22, 2018, 5:18 a.m.
Awesome! will this be available as an .hda at some point? Looks very good.
Curvature VOP in 'MAT' mode - worn edges wip. Aug. 21, 2018, 12:28 p.m.
I tried to recreate the Houdini curvature tutorial in ‘Mat’ mode and it looks hopeful - will keep extending the functionality, hopefully creating a uber-curvature shader for gamedev/lookdev.
Colours and worn edge effect are just a good starting point for refinement, although I like the cartoony/graphic look. Dr Strange mesh is my own concept sculpt, Eistein is from http://threedscans.com/ [threedscans.com] Mesh topology changes the effect of the shader, which can be potentially used to ones advantage.
Eistein's mesh comes as .stl format and the normals were flipped - so the Curvature+ClrRamp was being applied in reverse, on the concave shapes:used Reverse SOP to solve that.
Using layered shader means I can later go and adjust the individual worn edge layer effects.
Also discovered the measure curvature SOP from game dev tools, but not yet sure how to use/extract the data for further proceduralism in sop/vop. Can't find a ‘bind’ video tutorial, from which I learn best.
Colours and worn edge effect are just a good starting point for refinement, although I like the cartoony/graphic look. Dr Strange mesh is my own concept sculpt, Eistein is from http://threedscans.com/ [threedscans.com] Mesh topology changes the effect of the shader, which can be potentially used to ones advantage.
Eistein's mesh comes as .stl format and the normals were flipped - so the Curvature+ClrRamp was being applied in reverse, on the concave shapes:used Reverse SOP to solve that.
Using layered shader means I can later go and adjust the individual worn edge layer effects.
Also discovered the measure curvature SOP from game dev tools, but not yet sure how to use/extract the data for further proceduralism in sop/vop. Can't find a ‘bind’ video tutorial, from which I learn best.