Building Assets for the Asset Gallery | Houdini 19

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Inside The Mind

2 жыл бұрын

Houdini 19 has brought us the ability to make a gallery of assets for use in Solaris. Building assets for the asset gallery is relatively easy and it allows you to set up your assets to automatically change shaders based on whatever render delegate you decide to use.
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Пікірлер: 17
@norvsta
@norvsta 2 жыл бұрын
Great tutorial! I didn't use the grass, I used a free coffee cup from cgtrader and textured it with free damaged concrete from Megascans. I set up the Redshift for Solaris with your other tut as well. I'm wondering why in your setup and mine, Redshift seems to take forever to finish the render but Karma XPU is super fast?
@InsideTheMindSpace
@InsideTheMindSpace 2 жыл бұрын
By default Redshift is setup to render a ton of progressive passes. Getting to the same level of noise as the completed Karma is pretty quick
@oneday7922
@oneday7922 Жыл бұрын
Hello 1. If componentgeometry1/sopnet/geo is a tree, create groups for the leaves and trunks respectively. 2.componentgeometry1 - subset group selects the leaf trunk group. 3.materiallibrary1 creates the material of the leaves and trunks. 4. How to fill in the grammar in componentmaterial1 - primitives and material path?
@exodusarts
@exodusarts 9 ай бұрын
Hi - I have the same question .
@zombiebobo
@zombiebobo 2 жыл бұрын
thanks for the tutorial , btw is megascan bridge app working for you in 19? I don't see the menu for bridge inside hoduini anymore, how did you export the model from bridge to Houdini? thanks
@InsideTheMindSpace
@InsideTheMindSpace 2 жыл бұрын
Not sure if it's working or not. I never liked using the bridge app. In this case I was using the source download location however you can set a custom export path inside bridge to export the files to whatever folder you like
@zombiebobo
@zombiebobo 2 жыл бұрын
@@InsideTheMindSpace Thanks , the nice thing about bridge that it exports your RS materials and scattering as well with the model in one click
@MarioSundays
@MarioSundays 2 ай бұрын
Great tut but I'm a bit confused. Isn't it the the idea of USD, Solaris, MtlX to only build one shader that works with all render engines?
@InsideTheMindSpace
@InsideTheMindSpace 2 ай бұрын
The purpose of USD is easier transmission of data between applications. Solaris is just a layout tool. MtlX is supposed to provide a format that keeps the look of the shader the same no matter the application. Not everyone uses the same render engine and some are better for different situations so it's beneficial to have things setup for multiple if you use them for different scenarios
@JeanErostique
@JeanErostique 2 жыл бұрын
by any chance do you know how to create custom aov for redshif in solaris?? example as a Ambien occlusion map?
@InsideTheMindSpace
@InsideTheMindSpace 2 жыл бұрын
I haven't messed with it but hypothetically it shouldn't be much different than before. Solaris is really just a different layout but everything works very similar
@kasali2739
@kasali2739 2 жыл бұрын
thank you. are these usds same performant as rs proxies?
@InsideTheMindSpace
@InsideTheMindSpace 2 жыл бұрын
In terms of rendering I'm not sure. I haven't tested it but I would guess not as the proxies are specifically designed for redshift
@axe_fx
@axe_fx 2 жыл бұрын
anyway to automate it on the entire megascans library? thats alot of work for one asset
@InsideTheMindSpace
@InsideTheMindSpace 2 жыл бұрын
Hypothetically you could but it is a part of Houdini I have not messed with. Once you have the setup made all you have to do is change the file paths.
@webbhinton6842
@webbhinton6842 2 жыл бұрын
I wish there was a slightly more automated way to do this
@InsideTheMindSpace
@InsideTheMindSpace 2 жыл бұрын
You can optimize different parts but yes I agree. Ideally you only need to do it once for your assets and then you can make a ton of scenes
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