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In this tutorial we will explore how to take Geometry and Texture files from disk. For this example we use a collection of procedurally generated asteroids made with TOPS in a previous tutorial. We will convert everything into a USD asset utilising the Houdini component Builder ensuring each model asset gets assign its respective texture files. To wrap it up, we’ll integrate our newly created asset into a quick lighting setup with some basic instancing to demonstration.
COMMENTS
RudiNieuwenhuis 1 month ago |
You do not actually need to resort to foreachloops for different variants, the componentgeometryvariants will give the option to use @GEOVARIANTINDEX in the incoming componentgeometry lop. This will keeps the setup much simpler imho.
VFX4DESIGN 4 weeks, 1 day ago |
Hey RudiNieuwenhuis, That's very interesting I'm goin to try that approach asap.
Thanks for the pro tip.
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