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3D USD Masterclass: Scene Assembly and Rendering 

Nine Between
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6 окт 2024

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Комментарии : 75   
@audiodrocher
@audiodrocher 6 дней назад
I think this is one of the best Solaris tutorials out there. Please accept the sincerest gratitude, this was really helpful and informative
@karimoh3154
@karimoh3154 5 месяцев назад
The person who decided to rename UVs to ST is just crazy :D Thanks for sharing your knowledge! An other great tutorial 🙏
@pinkmoon5332
@pinkmoon5332 Месяц назад
uv's and st's are very similar. It's not a rename. uv's are texture coordinates, and st's are (parametric) surface coordinates. essentially the same when it comes to simple primitives.
@karimoh3154
@karimoh3154 18 дней назад
@@pinkmoon5332 cool, i did not know that. thanks!
@hemanthsaji845
@hemanthsaji845 5 месяцев назад
Adding Timestamp for my own future reference. I might update this later. 1:51:55 - primvars (uv,cd,N,P,v)
@vthai29
@vthai29 6 месяцев назад
Almost all my problems are solved by this video. Thank you teacher!
@fastlearner292
@fastlearner292 Год назад
GAWD DAMN, haven't watched the full video but I know is gonna be amazing. I was just starting to want to learn more about USD too and lo and behold this gets uploaded haha. Can't wait to watch it!
@Ryu_Hayabusa
@Ryu_Hayabusa Год назад
One of the best channels on youtube. Thank you!
@qaisarkhan7740
@qaisarkhan7740 8 месяцев назад
One of the best Houdini Teacher, Love his Voice ❤.
@anthonyvfx
@anthonyvfx 11 месяцев назад
Is anyone else soooothed by this persons voice? I watch him and feel like everythings gonna be alright. So good at teaching. Very clear.
@MaxCrow
@MaxCrow Год назад
This is great and well worth it! This master class really clicked with me, I think I will be returning to it alot as my go to karma tutorial as its full of tips and helpful tricks. I think I can accept Karma (and USD) into my life now that I feel way less confused. Anyway, this is really awesome, a great piece of education, comprehensive and pretty much perfect. Great job , it's greatly appreciated and thank you.
@karlisstigis
@karlisstigis 11 месяцев назад
This is super useful info, thank you!
@bananaboy1100
@bananaboy1100 Год назад
Yes! In a world where documentation on USD / Karma in Houdini is so sparse, thanks for this in - depth look! I'll take all the info I can get.
@oleit3
@oleit3 Год назад
Tysm for sharing your workflow, Moeen!! Always learning something new from your Solaris videos, much appreciated
@HapZungLam
@HapZungLam Год назад
I've watch multiple Solaris tutorials. This one is by far better and easier to follow. And with materialx explained all in one~ Is this my birthday?
@AsirisC
@AsirisC Год назад
Thank you so much. This is the first time someone explained the essence of USD in a really clear way without too much technical jargon. I now understand it much better and the purpose of USD.
@VirtualWizards7
@VirtualWizards7 Год назад
your videos really help me to learn Houdini beginner to intermediate level. please make video on best way to create portfolio.
@RP89
@RP89 Год назад
Thankyou So Much for Giving Master Class You Explained Very Well I just Want You Keep Creating Tutorials For Us❤ I started My Houdini Journey With your Lectures And Tutorials I am So Glad That You are Creating More Tutorials. By the Way Love From India❤
@philippwelsing9108
@philippwelsing9108 10 месяцев назад
So good, incredibly well explained and useful. Thank you so much! Also love the fader mode of the Light Linker, especially for ArchViz and controlling grouped lights.
@atefezare5623
@atefezare5623 4 месяца назад
I had seen your videos on sideFX's channel, nice to put a face to the voice!
@kopfgestaltung
@kopfgestaltung Год назад
Thanks for this! Looking forward to dive deeper into Solaris now :)
@syntaxandRender
@syntaxandRender Год назад
dude this is sooo good 😍 such clear explanation with examples love it❣
@Vishnu.s_Official
@Vishnu.s_Official Год назад
how to use geo node camera inside solaris in houdini?
@maximpavlov7415
@maximpavlov7415 Год назад
Wow! Cool!👍
@moviesgamer6574
@moviesgamer6574 6 месяцев назад
1st time got here , got to tell best explanation i ever heard
@lelkaitis
@lelkaitis Год назад
Thank you for your efforts! Very useful and clear.
@sqworkshop
@sqworkshop 9 месяцев назад
How to create and use mtx Volume material in the new Houdini 20? They changed everything a little and now it’s impossible to create outside the container And In hip files of your examples, rendering smoke does not work in XPU mode
@ramirotell
@ramirotell Год назад
This is amazing, thanks for sharing!
@Voodoo-b4f
@Voodoo-b4f Год назад
Great job guys, really!!! Thanks a lot
@prraneth-skyop1374
@prraneth-skyop1374 Год назад
Thanks a lot brother > keep it up 💌
@calciolari147
@calciolari147 Год назад
thanks
@KarelChytilArt
@KarelChytilArt Год назад
Perfect
@KevRyanCG
@KevRyanCG 10 месяцев назад
AHA! Thank you, I was having such trouble getting information that made sense on how to get packed primitives that I created in a Sop Create, to instance correctly on my points! You are a life-saver! Though I realise by skimming this video for the information I needed that I actually know nothing about Solaris or USDs, I'll have to come back :D
@NineBetween
@NineBetween 10 месяцев назад
Awesome, I'm glad that you found it helpful! The funny thing is, I often come back to my own tutorials for reference, and this one is one of those, lol.
@paoloricaldone6273
@paoloricaldone6273 Год назад
thanks!!
@ocdvfx
@ocdvfx 8 месяцев назад
This video helped me soooooo much, thank you king! I appreciate you
@miroslavpivonka5558
@miroslavpivonka5558 11 месяцев назад
Díky!
@NineBetween
@NineBetween 11 месяцев назад
Thank you for the support! ❤️
@qika4463
@qika4463 4 месяца назад
Thank you so much for this masterclass! I would like to ask how to open Snap window. I cannot find it . Thank you!
@Blank-eb3ew
@Blank-eb3ew 10 месяцев назад
Please stop waving the mouse cursor all over . Other wise great tutorial :)
@carlosrivadulla8903
@carlosrivadulla8903 Год назад
First of all, thank you for the excellent presentation. I have one question, sir: Is there any difference between Karma Volume VOP and MtlX Volume VOP?
@NineBetween
@NineBetween Год назад
No problem! As far as I know, the Karma Volume VOP generates a VDF and EDF MTLX shader inside of it (much like in this tutorial). Either one works 👍
@alexeyafanasyev7375
@alexeyafanasyev7375 Год назад
Thanks a lot for this! Best tutorial on USD I've found so far. Do you think it's possible to render out single variants using their variant name as output file name (such as gumdrop.png, smarties.png etc.)?
@monocore
@monocore Год назад
I havent touched solaris yet, but what I can see is that matx is really similar to the arnold standard shader isnt it
@kubolor1234
@kubolor1234 Год назад
L E G E N D
@rickvdvulkaan
@rickvdvulkaan Год назад
Awesome stuff! I haven't been able to test this so far, but does this USD workflow in combination with materialX mean that if we set up our scenes correctly, we can have a seamless way to unreal for rendering? I heard Unreal did support materialx in some way. I started learning houdini like a year and a half ago. The most confusing part for me was "deciding" if i would go straight for LOPS instead of OBJ when starting something, as i wanted to use karma anyway. it felt like it didn't make sense, why these 2 completely overlapping workflows? But it slowly became a little more clear what the big power is of solaris. especially this video helps with that! But that still keeps me wondering if the OBJ level is getting more and more redundant and maybe even phased out/merged over time. anyway, the thing i really don't like about your video's is when they end, and i have to wait for the next one :) keep it up!
@SuperMyckie
@SuperMyckie Год назад
Obj is not getting redundant.. it is the core of 3D...
@michaelybecker
@michaelybecker Год назад
Unreal currently supports the core MatX standard surface shader.
@JohanBallesteros
@JohanBallesteros 6 месяцев назад
This tutorial looks very good, I only have one question, is it a good idea to do this tutorial instead of Karma "a beautiful game", what do you think? :)
@maschinelab8598
@maschinelab8598 Год назад
Hi! Great teacher, great tutorial! I have a question thou. In the Component Builder chapter, when building our component builder for the gummy, the geo appears as a Scope primitive. Why it is not a Xform primitive? If I understood you correctly, geo is normaly Xform. Thank you
@NineBetween
@NineBetween Год назад
Hey! Good question. In this case, the geo is held in an xform because we won't move it directly. However, if you look at the component itself (the /ASSET primitive), it is an xform. As far as I can tell, this is because when moving the primitive, you would move the complete asset, and not what's inside of it. I may be wrong, but that's how I understand it. I hope that helps👌
@maschinelab8598
@maschinelab8598 Год назад
@@NineBetween ok. I get it. It is a complicated concept to grasp for a newbie like myself. Thanx again! Keep up the good work! Cheers
@NineBetween
@NineBetween Год назад
No problem! I'd suggest not focusing on it too much. It's good to have a broad idea of what these things mean, but it isn't necessary to understand them perfectly.
@1Bag99Rom1
@1Bag99Rom1 Год назад
Very useful! LIke, subscription!)
@HapZungLam
@HapZungLam Год назад
question for USD export component builder section: Assuming we have a very complex asset variant that has multiple materials. The lookdev artist has set it all up in the assign material node. Then now it is ready to export the asset with the component builder. I assume the artist can copy and paste the material library over but what about the material assigns. Does he need to redo all of the material assigns to the component material node? or there has a portable way?
@meme_tunnel
@meme_tunnel Год назад
Bro can u also cover how install moonray renderer for houdini. As it is free and absolutely amazing.. Please🙏
@karimoh3154
@karimoh3154 5 месяцев назад
Is it just me or are the volume shaders not working with XPU? H20
@Mati_Motion
@Mati_Motion Год назад
Cool, My question is what if I get file with LOP import camera, but need to render this in redshift inside houdini, I cant create DOF, if its a way to convert LOP import camera with animation to classic camera node to control redshift DOF ?
@prraneth-skyop1374
@prraneth-skyop1374 Год назад
Brother can make anything like massive water Fulid stimulation how to use water body flud..😊
@NineBetween
@NineBetween Год назад
Hey! I don't think we'll be making a massive fluid sim tutorial any time soon, but there are a lot of great tutorials out there already. We will be covering FLIP soon and explaining how it works, we'll touch on ocean simulations as well.
@prraneth-skyop1374
@prraneth-skyop1374 Год назад
bro you are best i can unreal eassly and i rewatch our videos again again to speed up my traininig process . I did't seen any tutorials on massive scale .they are but paid and not understandble . question 2;- did we have to create sperate sperate elements and to create massive vfx or all at a time ? thanks you brother for your reply @@NineBetween ❤
@NineBetween
@NineBetween Год назад
@@prraneth-skyop1374 Thanks for the great comment! When we create massive simulations, they are usually broken up into smaller simulations. For example, if you are creating a shot of a spaceship landing in the ocean, you only simulate the area around the impact. The rest of it is just a grid with an ocean spectrum for displacement. Then you add all of the secondary simulations such as white water, splashes and mist. Also, many large simulations are either wedged (many smaller simulations put together) or distributed (a big simulation which is cut into separate parts for simulating). I hope that helps! I'll try to create an Ocean series in the future.
@DarkW1zard
@DarkW1zard 7 месяцев назад
Включи пожалуйста возможность, людям переводить и добавлять субтитры на своём языке.
@HapZungLam
@HapZungLam Год назад
Is it preferable to setup solaris in /stage? or in /obj with the lopnetwork node.
@NineBetween
@NineBetween Год назад
Either is perfectly fine. It depends on how your scene is set up. If you'd like multiple stages, then the lopnet node will allow individual setups to be made. Hope that helps!
@HapZungLam
@HapZungLam Год назад
@@NineBetween Thanks a lot :D
@ahmednasr93
@ahmednasr93 Год назад
what if it was the other way around like someone sent me a USD scene containing multiple objects then I want to extract it to normal sops to work on it? how can I do this?
@NineBetween
@NineBetween Год назад
Hey! There's a USD import node at the SOP level, which imports a USD file and brings in a selected primitive. Alternatively, you can bring a USD file into LOPs and then use the LOP import node at the SOP level to bring that in.
@ahmednasr93
@ahmednasr93 Год назад
@@NineBetween thank you this will help. but this way I think FBX is better option for bigger scenes with maybe 100 different objects that needs sim maybe. when I import the FBX it will split and arrange the objects into its own geo/sop without having to extract every object in the file manually by hand, right?
@rpgamer8917
@rpgamer8917 10 месяцев назад
Where is Link I am searching xd please provide
@NineBetween
@NineBetween 10 месяцев назад
Hey, it's in the description, right at the top 😁
@sqworkshop
@sqworkshop 9 месяцев назад
It turns out to be very stupid and pointless to create one asset with several variations of materials and geometries. Since in the layout node you cannot conveniently switch between variations. But you have to search in graph like a fool, right-click, and select the geometry and material. Couldn't it have been made more convenient?
@NineBetween
@NineBetween 9 месяцев назад
That would be true if the Layout Node was the only node that uses variants. If you're manually importing your assets, you can choose from a variety of pre-made variations of that asset. That alone is powerful, but combine that with things like the instancer, and you can get a lot out of variants
@bramcardondbd
@bramcardondbd 6 месяцев назад
The cake_base.usd is empty in my Houdini (20.0.547). A fresh download didn't do the trick. The rest is loading fine!
@michaelthomas1148
@michaelthomas1148 8 месяцев назад
Love this. clear and concise explanations throughout. Why do I get a console error every time that I try to paint instances? brushpanel.py:1047 AssetWorkingSetPanel.onEventCallback layout1 {'event_type': nodeEventType.SelectionChanged, 'layout_node': }
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