Hey guys, I've started using Houdini recently because you know procedural workflow is kind of a big deal right now! And I thought maybe it's a good time to move on and learn something new. I will share my work as it progresses.
GoalSo the goal of this thread is to give myself a challenge making a beautiful still life image from modeling to rendering in Houdini. But I'll probably use substance painter and designer to do the texturing.
Reference Feedback
I am actually quite new to this community, so it'll be awesome if you guys can share your experiences with Houdini or procedural workflow, I will also be appreciated any critical feedback.
I think I'm gonna finish the blocking in the next few days. see you guys there:))))
Replies
I also wrote a bit of Vex code to control the rotation and length of the planks.
One thing that bothers me is that I don't know how to make my books crumple like those old books in my references.
Any suggestions?
Oh! it's just occurred to me maybe I can try to use random function and for each loop to control the position of points on the book, is that even possible?
I think I'm gonna use displacement maps in certain region to deal with the broken pages and book covers.
my next step is to make those carving patterns on the table by using wrangle node and copy stamp node.
这是我的疑问:
我对于Houdini一直存在一个疑惑,有很多对于模型制作上更加便捷的软件可使用,比如Maya或者Max再或者Blender、ZB等,他们使用起来也非常效率(相比较之下)。在我尝试使用Houdini进行程序化制作模型时总是很费时费力,这也许是因为我不够擅长导致~笑~(虽然他后期会非常便捷,这是它的优势),当然Houdini非常支持外部模型的导入,但他们后期的参数化调整是否还会高效?
未来的游戏制作领域Houdini是否会替代其它类似Max等制作软件接替他们的模型制作环节?还是Houdini永远不会替代他们,但会很好配合他们来更加高效的完成制作?
(我对Houdini还存在很多问题,希望可以与你进一步探讨,虽然这些问题很可能很无趣并且毫无价值~笑~)
Houdini is still quite new to me but I think Houdini has the ability to export digital assets like substance designer in order for us to adjust 3D model, Texture... etc, procedurally even in other software.
至於能不能替代的問題,我雖然不能預測到未來,但是每個軟體都有他們的優勢,我不認為在近期內會有取代或被取代的情形出現。
Start with simple leaves warping the table, and I might as well add some flowers in the future.
and the cool things is, all my patterns are generated by using L-system. I'm not sure how to explain what it is, but in Houdini we use it to generate tree or patterns by simply typing commands. I think it's called turtle commands on their website.
https://www.sidefx.com/docs/houdini/nodes/sop/lsystem.html
If you guys wanna know more about L- System, then this book might help.http://algorithmicbotany.org/papers/abop/abop.pdf
And I think I'm ready to go into substance designer and painter to add some textures:)))
Render camera
Node graph of the plank
Turtle command
I also decide to make the ornamental design with golden metal instead of wood.
It's my first time tried to unwrap UV with Houdini and it wasn't easy.
less texel density for the lower part.
"UVquick shade", "flatten", "edit", "layout" nodes are very useful nodes when dealing with UV unwrapping.
It's a wood table with metal decorations around it and a marble platform on top of it.
So the first thing to do is to create "marble" and "wood" material in substance designer
Then export the file as Sbsar file in order to send it to Substance painter.
Finally, export the texture set and try to render with Mantra(it's slow but it's all I got)
By the way, the syntax of UDIM is "filename%(UDIM)d.ext" when using Mantra renderer.
Texturing process
Compositing with Nuke
https://youtu.be/tW2WmArmY4k