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illuMinator

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    Manuel

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  1. Mari is probably even better. I just use Mudbox because it is really easy to learn
  2. It took me forever to make that little string replacement happen in vex. It is certainly not the best language for that Unfortunately I don't have a solution for UDIM textures in the viewport. Would be really cool to see that working. Have you considered painting your density maps in Mudbox? I think it is much more convenient than painting attributes in Houdini. And it has the advantage of not being screwed when the mesh topology changes (as long as the uvs stay the same, of course). Of course, it has the downside that you do not get immediate feedback, but I think it is still more efficient to do it that way.
  3. Concerning the UDIM: For our project "Helga" (http://forums.odforce.net/topic/20241-animated-short-helga/) we have a UDIM texture workflow as well. I made an HDA that we use to load in our UDIM textures. The nice thing about it is, that you do not need to modify anything in sops. You can use that for density maps, but you need to make a small change. Like mawi suggested, go to yourFurNode/fur/shopnet/skinshader and use the HDA instead of the map parameter. In the fur context it will give you an error, so you need to unlock it, go inside and use a "Fur Skin Global Variables" node instead of the uvcoords node. Then, on the HDA interface just specify the path to your density map and type <UDIM> instead of the UDIM number. For example: .../density.<UDIM>.rat The HDA uses an Inline Code node to replace the <UDIM> tag with the number that it calculates from the skin uvs. udim_texture_path.otl
  4. I am glad that you guys like our stuff! That's really motivating @Pelos: I did something wrong with my collision objects. Now it is working and geometric collisions are indeed much faster. Thanks! @Camangren: Thank you for the tipp! I am actually already in contact with him, because he kindly offered to give us some mentoring for fur and cloth. (I agree that he videos look really cool ) Concerning the wet fur, we try to avoid showing fur-fluid interaction as much as we can, because our time schedule is really tough. But maybe we will have shots where we can't avoid it... we will see.
  5. Hi guys, I have been working on the fur setup and shading for our main character Ulfbert. Here is a WIP turntable of the head (no shading work has been done on the clothes yet): The fur setup is an HDA containing multiple Houdini Fur Setups for the head, beard, hands and feet. Fur shading has been done using the Mantra Hair Model. The grooming of the short fur is attribute based and completely done in Houdini, whereas the beard is based on exported guides from Blender like suggested in this great tutorial (which helped me a lot, because I did fur for the first time ever and felt quite lost at the beginning): However, I had to put quite some effort into this workflow to make it work with an arbitrary animated alembic cache of our Ulfbert character. The surface shading (skin, teeth, ...) is pretty much conform to the standards that Timm has outlined in his previous post. Does anybody have some experience with fur collisions (Like fur colliding with the clothes)? I was wondering if it is preferred to set the Wiresolver to SDF or Geometric collisions? Any tipps or experiences with that are highly appreciated
  6. Hey guys! I am one of the TDs on the project and like Timm said, I recently had the pleasure to work with Katana. Unfortunately not really long enough to understand it in depth yet. Michael, I don't exactly know what you mean for us to do like in Katana? Are you referring to lookfiles? Concerning the shader assignment, you are basically saying to have the assignment already set up in the digital asset and only change them per shot, if we need to?
  7. Well that was weird. I set the Displacement map back to Luminance and it worked. I tried that already exessively this morning and it gave me horrible results. Obviously I had something wrong there...
  8. Hi all, I am trying to use a displacement map, that was exported from ZBrush, on a Mantra Surface material. The map from ZBrush works when I use it with Maya and Vray, but something goes wrong with Mantra. I don't know what I am doing wrong here. Here is the result with Vray (how it is supposed to look like): And here the result with Mantra (notice, for example, the problems on the upper lip): This is the Mantra Surface Shader displacement setup: The displacement map is 32bit with mid displacement at 0 and smooth uvs is enabled. Any help is much appreciated!
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