Checked out your artstation page, love the work from Pillars of Eternity II. Tutorials on this would also be amazing for inspiring environmental artists
Great stuff! This is far better content than your 2 new world flail and witch broom videos, which don't show or teach viewers anything. You should consider redoing those in this long form tutorial format as well. Subbed. Keen to see more 😊
Is there a way to make this worth with some sorta grayscale map for roughness/specular? I tried plugging grayscale maps into the Specular Power slot but just got strange results.
Great work! I wish some of the videos were like this instead of a few seconds breakdown 😅 but I understand it takes lots of work. Some advice if you allow me about the group sop: 1. The first group you made, instead of manually placing the selection box, you can group by direction (one of the checkboxes in the group) and set the vector to 0,1,0, so will select the faces that has this normal (top face). After that you can use group expand to add the neighbour faces. 2. On the second group, you can group by "unshared edges", to select the border (edges with only 1 face). Hope it helps to make it more procedural :D
It is difficult to give any qualitative assessment because of the poor sound. I think you understand what you are doing, but you need to improve the quality of the recording. Thanks anyway, saved video for later.
awesome breakdown ! they have a great organic look . near the beginning when doing the mirror does that mean they are tileable as well or does the processing create a discernable edge if stacked next to each other ?
Thanks - I have a blog post that talks about how I made the lattices here: www.artstation.com/dankeating/blog/Z8Pq/making-islamic-lattices-in-houdini I don’t have a complete walkthrough for the whole environment though.
Thanks that's better, still not there completely, I'm not sure what the 'param tex_u' & 'param tex_v' are doing? are these just a constant? if so what values should these have? Thanks :)
CodeNameOculus Those parameters are controlling the tiling of the halftone texture. They can be set to anything you wish. The whole upper right of the shader network from the node "param2D_cartoonShade_pattern" can be replaced with a single texcoord node if you want. It's just more adjustable the way I have it.
Awesome work! Any chance we could get a download link or a better screen shot of the shader. I've tried to replicate with no luck :( Help would be much appreciated.
@thegoodwar; I am not using screen position in this video. The shader gives you the option to use either screen position or regular UV coordinates. I did use screen position to start with but that was too disorienting.
This is really cool but the textures will jump around quite a bit because you're using screen position, correct? Would it be better to use local uv coordinates or world space position as uv coordinates instead? If you used world space coordinates all of the textured objects would line up with each other and the textures wouldn't slide around when the camera moves... but would still slide around when the object moves. I guess local uv coordinates would be the only way to avoid this. Great work :D