Omer Pekin
omerpekin
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Recent Forum Posts
Karma Texturing Tutorial Feb. 14, 2025, 6:51 a.m.
Hello,
I am looking for karma texturing tutorials, especially about abstract material creation,
- adding different noises,
- overlaying different textures,
- making rocks using displacement & bump maps,
- creating terazzo like textures, adding gradients with a direction
- creating textures using intersection of objects,
- creating PBR textures and overlaying colors and patterns on top of them.
Mostly I come across Redshift tutorials, however I am interested in Karma Renderer, are there any good tutorials on Karma, specifically about texturing?
I am also interested in good Pateron sites and other advices as well.
Thank you for your time!
I am looking for karma texturing tutorials, especially about abstract material creation,
- adding different noises,
- overlaying different textures,
- making rocks using displacement & bump maps,
- creating terazzo like textures, adding gradients with a direction
- creating textures using intersection of objects,
- creating PBR textures and overlaying colors and patterns on top of them.
Mostly I come across Redshift tutorials, however I am interested in Karma Renderer, are there any good tutorials on Karma, specifically about texturing?
I am also interested in good Pateron sites and other advices as well.
Thank you for your time!
Vellum Cloth Simulation Change Simple Geo to Complex Geo Nov. 28, 2024, 3:53 p.m.
Hello,
Thank you very much for your help.
This was very helpful in general and yes, I didn't realize I was mixing the inputs at pathdeform...
I tried to simulate both with hairs and curves and with grid and then used pathdeform. When I simulated with hairs, of course I suddenly had a lot of flying single 'pipes' and it didn't give me the result I aimed.
So I used surfaces to simulate, I used pointdeform to map bunch of splines on these surfaces and I sweeped them.
The path deform didn't work but I followed Entagma tutorial recreating the pathdeform with pointwranlges.
https://www.youtube.com/watch?v=Qj4qX7TBKZc&ab_channel=Entagma [www.youtube.com]
Again, thank you very much for your reply.
Thank you very much for your help.
This was very helpful in general and yes, I didn't realize I was mixing the inputs at pathdeform...
I tried to simulate both with hairs and curves and with grid and then used pathdeform. When I simulated with hairs, of course I suddenly had a lot of flying single 'pipes' and it didn't give me the result I aimed.
So I used surfaces to simulate, I used pointdeform to map bunch of splines on these surfaces and I sweeped them.
The path deform didn't work but I followed Entagma tutorial recreating the pathdeform with pointwranlges.
https://www.youtube.com/watch?v=Qj4qX7TBKZc&ab_channel=Entagma [www.youtube.com]
Again, thank you very much for your reply.
Vellum Cloth Simulation Change Simple Geo to Complex Geo Nov. 28, 2024, 5:35 a.m.
Hello,
I am trying to simulate a geometry in vellum with cloth constraints.
When I use multiple simple grids with fairly high subdivisions, I manage to get good results. However, when I try to simulate the same with gigh polycount geometry (an array of cylinders) I end up having very long cache times. So it has been very hard to update the vellum simulation (forces like wind etc.)
Is there a way to simulate with a grid and change these after the simulation to more complex geometry?
I tried to use point deform, however the results are quite bad.
I looked in to vellum rest blend but I believe it is not that helpful, since I need to input same amount of polycount at the begining.
Am I doing something wrong? How can I be more efficient?
Thanks in advance
Omer
I am trying to simulate a geometry in vellum with cloth constraints.
When I use multiple simple grids with fairly high subdivisions, I manage to get good results. However, when I try to simulate the same with gigh polycount geometry (an array of cylinders) I end up having very long cache times. So it has been very hard to update the vellum simulation (forces like wind etc.)
Is there a way to simulate with a grid and change these after the simulation to more complex geometry?
I tried to use point deform, however the results are quite bad.
I looked in to vellum rest blend but I believe it is not that helpful, since I need to input same amount of polycount at the begining.
Am I doing something wrong? How can I be more efficient?
Thanks in advance
Omer