Tutorial - Procedural Lookdev in Houdini - Asphalt Road Material

  Рет қаралды 7,597

Bizarre Self-Production

Жыл бұрын

Here is an example of procedural lookdev in Houdini. We're not using any textures at all. And the purpose of this exercise is to develop our approach for creating complex materials. I'd encourage you guys to play around with it and come up with new ways of achieving certain look.
00:00 - Intro
04:05 - Analyzing Reference
05:00 - Road Lines
17:30 - Base Texture
24:15 - Unevenness of the paint
27:50 - Tire Marks
32:35 - Basic Roughness
36:20 - Puddles
41:00 - Cracks

Пікірлер: 26
@MichaelHalsell
@MichaelHalsell 10 ай бұрын
These types of discussions improve my creative and technical IQ. Thank you for the time investment and share. Looking forward to the next installment.
@monocore
@monocore 10 ай бұрын
the critical thinking is essential. Getting to know how to approach things. Tweaking existing shaders is fun and all but tackling a difficult problem knowing exactly where too look is where is at. I really appreciate when people take the time to explain the road to get there. Thank you, subscribed.
@StrongmanLi-pz7sl
@StrongmanLi-pz7sl 4 ай бұрын
Really amazing tutorial, I got attracted from the first 1 min to the end.
@christian108
@christian108 Жыл бұрын
very nice so far!
@Ugly_Baby_Gaming
@Ugly_Baby_Gaming 9 ай бұрын
This is mega good, even the quick slung together job looks great. I'm just trying to figure out how to fill the holes with water but still have the holes under it. Thanks for this
@cg_machine
@cg_machine Жыл бұрын
Wow! Thank you!
@user-hl5zx1qh7s
@user-hl5zx1qh7s Жыл бұрын
wow it looks so real
@doubble_H
@doubble_H Жыл бұрын
Awesome!!
@MrNelsinhoPiquet
@MrNelsinhoPiquet Жыл бұрын
Great tutorial please do more!!!!!
@BizarreSelfProduction
@BizarreSelfProduction Жыл бұрын
Thanks. Will do.
Жыл бұрын
Wonderful...
@TheLorsange
@TheLorsange Жыл бұрын
Great tut, ty. Trying recreate same effect with MTLX
@BizarreSelfProduction
@BizarreSelfProduction Жыл бұрын
Should be pretty straight forward as we're not using render engine specific nodes.
@metaturnal
@metaturnal 4 ай бұрын
Awesome stuff, thank you! Would be nice if the potholes had water in them too.
@BizarreSelfProduction
@BizarreSelfProduction 4 ай бұрын
You can layer water mtl based on the holes mask.
@baldoski
@baldoski Жыл бұрын
massive shader 😮 but looks great!
@philippwelsing9108
@philippwelsing9108 10 ай бұрын
PERFECT So much to learn here, thank you very much. Would you suspect any obstacles if you changed to Karma XPU for this workflow?
@BizarreSelfProduction
@BizarreSelfProduction 9 ай бұрын
Nodes might be different, not sure if MatX has exactly same ones, as last time i checked it was fairly limiting compared to native VEX nodes.
@_toms3d_
@_toms3d_ 6 ай бұрын
Hi :) thanks a lot for this tutorial, I followed along to the end and now I'm wondering how would I map this setup onto a winding road? (using a curve and a sweep node) Is that possible with this setup? I've managed to use 'rest' in both the SOP and vex shader, which seemed to work when using a bend node on the grid.. but wondering if its possible with curve and sweep? Thanks!
@_toms3d_
@_toms3d_ 6 ай бұрын
I found a solution, not sure if it's the best approach(?). I have 2 separate sweep nodes, 1 is for a winding road curve (the design I want), and the other is for a straight line in Z (like in your tutorial) that is the exact total length of the other curve, and the same number of points. In the straight 'line' node I use the expression 'arclen' in the length parameter and reference the winding road curve's length, and for the number of points I use the expression 'npoints' and again reference the other curve. I connected both into a 'rest' node afterwards, and combined with a 'restpos' node in the material- connecting it directly after 'P' from the surface globals.. then it works!
@BizarreSelfProduction
@BizarreSelfProduction 6 ай бұрын
In case of a curving road I would recommend using a nurbs curve to drive the paint. Then in shader you will need to use minpos + distance and use global position and the position of a curve.
@_toms3d_
@_toms3d_ 6 ай бұрын
@@BizarreSelfProduction Thanks! I'll give this a go, and sorry- I've seen you've already answered this question before from another comment 👍
@ValJedi
@ValJedi Жыл бұрын
insane!! it will probably take forever to render rbd simulations with that shader...
@BizarreSelfProduction
@BizarreSelfProduction Жыл бұрын
well, as you've seen, it's pretty fast, no complex nodes are being used, so I doubt it'd be much slower than using several 4K (or even 8K) texture sets.
@yuzotova
@yuzotova Жыл бұрын
how to add karma to viewport?
@BizarreSelfProduction
@BizarreSelfProduction Жыл бұрын
When you drop a karma node and select it, there is a button there at the very top "Karma Viewport".
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