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Voxyde VFX
Voxyde VFX
Voxyde VFX
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Houdini & Nuke instructor 10+ years CGI experience
Intro To Houdini Pyro - Full Beginner Course
2:25:31
2 месяца назад
Houdini FX Solaris & Nuke -  Full VFX Course
3:18:40
3 месяца назад
Intro To Houdini Volumes - Beginner Course
2:17:16
3 месяца назад
Anime Run FX - Houdini & Nuke VFX Course
2:48
5 месяцев назад
Dragon Fire Breath - Houdini VFX Tutorial
52:13
10 месяцев назад
Create slime with Vellum - Houdini Tutorial
50:37
10 месяцев назад
Fire Aura VFX - Houdini & Nuke - Full Course
2:44:39
10 месяцев назад
Sci-Fi Warp - Houdini & Nuke VFX Course
0:45
11 месяцев назад
Houdini Tutorial - Fire Spear - Weapon FX
58:31
11 месяцев назад
Intro to VOPS - Houdini Beginner Tutorial
58:59
11 месяцев назад
Intro To Houdini for VFX - Beginner Course
2:00:08
11 месяцев назад
Fracture Setups - Houdini VFX Course
1:51:39
Год назад
Комментарии
@iamopia
@iamopia 14 часов назад
I mean, how many banger shots can you pack in just 30 seconds? amazing work & thanks for sharing your craft with us!
@phoqueoff1814
@phoqueoff1814 21 час назад
Hi there ! Tuto's great, unfortunately it stop working once i set up my name and mats strings and try using the mats one in the usd_addrelationshiptarget. Not sure where did I do wrong since it all worked out until this, I could see the texture I applied appear on the desired mesh. I noticed my meshes are stocked under two more sublayer in my spreadshee than yout, the first extra one named "Subdivision_Surface" and the second extra just named after the car model the fbx is, while yours appear to be strictly under your "CHAR" context. May it have something to do with me struggling ?
@madeinprosto
@madeinprosto День назад
I am very grateful for your course! It is very well structured, and most importantly, you explain why everything is necessary. This is the first Houdini course that I watched to the end with interest.
@voxyde
@voxyde 22 часа назад
Thank you, I appreciate it!
@soardxyz3356
@soardxyz3356 День назад
great tutorial! I have a question. can textures made in cops be used with mantra? I am using the apprentice version and tried to link the texture paths through a principled shader, look fine in the viewport but when rendering thers no textures? any ideas?
@voxyde
@voxyde День назад
It should work if you add the op: syntax before the path, it works in SOPS and Solaris, not sure about mantra though
@soardxyz3356
@soardxyz3356 День назад
@@voxyde Yeah its working in the viewport just not through mantra... need to start saving for that licence. Thanks again i have learned alot from your videos
@karimoh3154
@karimoh3154 День назад
great turorial thanks for sharing! the only thing I would suggest is to not generate the normal from the height map (because why have this detail twice..) but build an other normal map that has very fine detail that cant be picked up by any geometry displacement. ✌ Also you dont want the ambient occlusion baked in the color. Normally AO should only be visible when the object is not hit by direct light. I dont know if the standard Shader in Matx supports that though.
@xrossfader
@xrossfader День назад
hell yeah bro!
@aparajitninawe453
@aparajitninawe453 День назад
Next Rebleway.
@kartikay9130
@kartikay9130 2 дня назад
great work!!!!!
@danieledwards7970
@danieledwards7970 2 дня назад
Amazing work!
@voxyde
@voxyde День назад
Thank you! Cheers!
@mozygfx
@mozygfx 2 дня назад
Thanks!
@mozygfx
@mozygfx 2 дня назад
Finally you got out something to inspire me
@cazeedit656
@cazeedit656 2 дня назад
insane work!
@Hardnine9
@Hardnine9 2 дня назад
Great work ❤‍🔥🔥
@Sachinji40
@Sachinji40 2 дня назад
Love it super awesome.
@somuroom
@somuroom 2 дня назад
super work
@pablitopdf2338
@pablitopdf2338 2 дня назад
regele
@ptimps8172
@ptimps8172 3 дня назад
Well done sir!
@anshulbamrara6109
@anshulbamrara6109 3 дня назад
Please aura tutorial
@ojdesignmotion1589
@ojdesignmotion1589 4 дня назад
I literally feared Houdini all my life as a 3D artist, you've made me hug it😆😆
@tom.konxompax
@tom.konxompax 4 дня назад
this is so fun and quick!
@mustafaelwy402
@mustafaelwy402 4 дня назад
thank you for this great tutorial , why when i add usd rop node after the network and export the model as USD and try to import it again as USD it comes without material ? any solution for this
@voxyde
@voxyde 4 дня назад
Theres a few settings need to be added on the ROP to save the textures as well, as relative paths, I'll eventually cover this in an Intro to Solaris course but until then check out the docs here www.sidefx.com/docs/houdini/solaris/output.html
@mustafaelwy402
@mustafaelwy402 3 дня назад
@@voxyde thank you 🙏
@ojdesignmotion1589
@ojdesignmotion1589 5 дней назад
"Those are cute and you can impress your mom" 🤣🤣🤣🤣
@MissEldira
@MissEldira 5 дней назад
Thank you, learned a lot!
@syntheticperson
@syntheticperson 5 дней назад
Helpful, but unless I'm missing something, you don't explain how you apply the cop net to the geometry material in your final render.
@KevRyanCG
@KevRyanCG 19 часов назад
So typically people create nodes in the Cop Network before the preview material and then drag and drop those nodes into the file path of an Image node in the material preceded by 'op:' It works but I'm hoping they tweak it going forward.
@JM-am-or-pm
@JM-am-or-pm 5 дней назад
Thanks for the tutorial & introduction to "Copernicus". COPs is great. One Problem I'm having is I do not have Karma Hex-Tiled Texture available as a node. When I search it's missing the two Karma Hex nodes shown at 39:38. Anyone have idea why?
@voxyde
@voxyde 5 дней назад
You sure you're in a Karma material builder ? There are other material builders, maybe you're using a different one
@JM-am-or-pm
@JM-am-or-pm 4 дня назад
@@voxyde Thank you, that was indeed the problem! I use Houdini & COPs quite a bit to generate textures, but never got into rendering - but now I see how nice & easy it is for previewing & showcasing textures, I will be using it!
@priyeshpv
@priyeshpv 5 дней назад
Absolutely amazing! Thanks a lot for sharing your knowledge!
@aivongoc1586
@aivongoc1586 6 дней назад
Love this Tutorial
@voxyde
@voxyde 3 дня назад
Glad you like it!
@voppenheimer
@voppenheimer 6 дней назад
Haven't been able to run 20.5 on my computer so far, but really interested in COPs. Since I can't go in an verify this for myself, it looks like the height displacement actually modifies the grid's mesh? If so, then are there cases where you might not want to use a height map at all, whereas you pretty much always use the other maps (UV, normal, etc.)? Sorry, I don't have much texturing knowledge at all!
@voxyde
@voxyde 3 дня назад
Yes some materials that are more 'flat' maybe like a stone tiled wall, might get away without displacement. But generally displacement is required especially if you get close to the certain object
@vectorhunter4659
@vectorhunter4659 6 дней назад
I think if the smoke and particles passes are non simulated is gonna be more convincing for this non simulation Houdini tutorial
@倒带中重生
@倒带中重生 7 дней назад
dangerence good
@BoyzArt04
@BoyzArt04 7 дней назад
It's a really nice video ! And I love the fact that you explain the process for each part of the shot. Using karma looks super smooth however do you think Redshift is still a better option that Karma XPU, because some of your courses requires Redshift, just curious how the difference is between those two engines Thanks for this tutorial !
@voxyde
@voxyde 7 дней назад
I do believe Karma XPU in the context of Solaris is better. The reason most of my courses are using Redshift is because Solaris & Karma XPU just recently got good enough for production ( since houdini 19.5 - 20.0 ) Redshift is still super good, but Karma is slowly catching up to all the features and its just more comfortable to work with a built in render engine, rather than a 3rd party one
@InsideTheMindSpace
@InsideTheMindSpace 7 дней назад
Great video. I did this with redshift awhile back to create materials for kitbash kits but didn't take it so far as to have the matierals automatically assign. Really useful info and a great setup to make a recipe from so you only need to drop something down once and everything is setup.
@voxyde
@voxyde 7 дней назад
Thank you, love your tutorials ! I should've included a part with creating a recipe with this setup at the end, maybe next time hehe
@spectrewashere
@spectrewashere 7 дней назад
excellent video! Have you used the 'Material Linker' for similar use case?
@voxyde
@voxyde 7 дней назад
I tried to but couldn't get it to work properly. There's also some expressions you can use inside a material assign node, but in the end I only got it working with a wrangle. Which is fine anyway cause getting used to working with the wrangle in Solaris allows you to do a lot of other things as well
@Fakepilot
@Fakepilot 8 дней назад
Can just report that my Houdini did not crash once while following this great tutorial. Thanks!
@voxyde
@voxyde 8 дней назад
Sweet, I might have some drivers problem then. Good to hear it's stable!
@gregorybennings8718
@gregorybennings8718 8 дней назад
11:02 - It's not 'single quotes'. You have to use backticks (the key left of 1 on your keyboard). Just to clear things up.
@voxyde
@voxyde 8 дней назад
Damn it I always forget the names of the symbols. Half the time I have to google them haha, thanks brother
@andvfx
@andvfx 8 дней назад
Thanks man! your tutorials are great. Downloaded 20.5 for MPM solver, very disapointed it is so slow (but so slow!) with an RTX3080 I expected a better speed. I dont like the new tab menu, less unreadable, since with the subfolders new items open in top of other items on the second column, I hope they iron this things.
@voxyde
@voxyde 8 дней назад
Hmm, haven`t tried the new MPM solver yet. I've seen a lot of people have this same problem though, that it's super slow. We'll have to see how SideFX adresses this in future versions
@TUYGVISUALCREATIVES
@TUYGVISUALCREATIVES 8 дней назад
woooow. great. thanks
@spiderbrr
@spiderbrr 8 дней назад
Thanks!
@alihammad6883
@alihammad6883 9 дней назад
Great Video, Thanks! Do you know how to assign materials procedurally to array object (Copy and Transform). For example if i have book with 50 pages, and i want to assign a different image to each page in Solaris, how would i do that?
@voxyde
@voxyde 8 дней назад
I think you can assign an attribute for each page at the sop level (i.e "id") that's unique for each page, then use a USD primvar node in the material X builder to bring in this ID attribute, and use it to choose between the textures.
@alihammad6883
@alihammad6883 8 дней назад
@@voxyde I tried it on SOP level using Bind node too. And used your method previously too. All logic indicates this should work. I even created a filepath attribute for it to fetch it directly. But kept getting a blank output on Bind node and USD primvar node. It really does not make sense at all. It should at least repeat the same texture for all pages if logic was flawed.
@user-bo4oe5ho1o
@user-bo4oe5ho1o 9 дней назад
GOLD 👏
@cerealnpixels
@cerealnpixels 9 дней назад
Thank you very much, this is very helpful especially when you have a model that contains hundreds of pieces with tones of shaders and textures to be assigned to it
@voxyde
@voxyde 9 дней назад
This was the case that I encountered recently hehe
@gbn1_
@gbn1_ 9 дней назад
Awesome video brother! It's so sad that people got so used to the softwares doing everything for them..They miss the most amazing part of 3D...that is creating things yourself and knowing how they work. Anyway, keep it up bro.
@voxyde
@voxyde 9 дней назад
Haha thanks! I wasn't expecting anyone to get mad but it's kinda funny
@user-vw7zl7ho7i
@user-vw7zl7ho7i 9 дней назад
really helpful breakdown XD many thanks!
@VFX4DESIGN
@VFX4DESIGN 9 дней назад
For all of you struggling There are many ways of doing things in Houdini . Hard and the easy way. Usually the hard way will save on time consuming repetitive tasks that you may need to do over and over again. Your in good hands on this channel so maybe show some gratitude towards the free tutorial provided 😊
@voxyde
@voxyde 9 дней назад
Thank you sir!
@MaxChe
@MaxChe 9 дней назад
Oh my god... why complicate the normal purpose of the material so much? Can't you at least do without coding here?!
@walid1fx
@walid1fx 9 дней назад
on a certain level of Houdini.. coding knowledge is a compulsory thing to achieve a needed result.
@walid1fx
@walid1fx 9 дней назад
not this one of course.. but you really need to learn coding.
@johancc22
@johancc22 9 дней назад
You can definitely do this manually, and it's just drag and drop. Here he's just showing the power of houdini and how you can automate tasks . Another approach would be python. A lot of good tips in this one.
@vpnbtr
@vpnbtr 9 дней назад
there is a assign material node or material builder geo assign which can be used manually, this method Voxyde used is do it procedurally (for many pieces)
@pinkmoon5332
@pinkmoon5332 7 дней назад
I find the Material Linker to be quite useful. I think it's the best thing for non Houdini users coming into this package. But this Auto assign demo is great!
@umair2013
@umair2013 9 дней назад
👍
@TroubleShotVFX
@TroubleShotVFX 9 дней назад
Jesus Houdini can't even assign materials without code. Crazy.
@voxyde
@voxyde 9 дней назад
Its a click and drag process for 1 single material. This video is for a specific case where you want to assign hundreds of materials automatically
@salil808
@salil808 8 дней назад
Lol are you criticizing or complementing? because this is why people use Houdini... for the flexibility it provides
@Rick_Sanchez_1337
@Rick_Sanchez_1337 9 дней назад
Its so fucking annoying that houdini/stage is so annoying to use. Every other dcc is 100x faster for setting this up.
@voxyde
@voxyde 9 дней назад
Yea other dcc's are faster and have more built in solutions. In typical Houdini fashion in Solaris you have to build the solutions yourself. Solaris is pretty good though after you get used to it
@InsideTheMindSpace
@InsideTheMindSpace 7 дней назад
You really only have to do this one time though now inside Houdini. You can use the new recipe system to place both the material library with a pre-setup material builder and the wrangle with code in it all at once. Then all you need to do is copy that builder however many times and auto fill materials and you're done for your entire mesh.