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ISUther

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About ISUther

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  • Name
    Tanel
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    Estonia
  1. Reverse engineering is often used to study and learn stuff.
  2. Do you know how to add extra turns to end and start or paper rolls? Getting weird issues when trying to add another bend. Here is video where i try to explain this. Hope it helps and you can assist. Or anyone in this matter. I am noob in Houdini day by day trying to learn more. Sirkel_Mall_Logo_Projekt.hiplc
  3. Thenx. How did you start it did you do the left pipeline before right one? 1. Grid 2. uvtexture 3. bend unroll left 4. bend unroll right can you explain the right bart. Curve Scroll Flat and Curve Scroll unfurled ?
  4. yeah that what i was thinking also. Trying to use it will see how it turns out. Need later to make 2d drawing occur to the paper also. Like lines that come to one and create a house.
  5. I need to create a rolling plans / paper animation clip. What approach would you recommend? Paper should roll to table like rolling architectural plans or some sort of map. What nodes you would use? I was thinking bend node but may be there is some other more effective method? Some sort simulation?
  6. Houdini Arnold "Standard Surface" node. It has inputs for specular as follows: * Specular - Influences brightness of spec * Specular color - defines color of specularity * Specular roughness - controlls glosines / roughness of the mesh * Specular IOR * Specular Anistropy * Specular rotatation In my case i have one spec map that dictates over all object specularity (i use specular_roughness to dictate that specularity. But i now need to plug in also secondary specular map for lips and one for oili areas of model. So that is 2 extra specularity maps. But i have no clue how to connect the secondary map and have separate controls for roughness and specularity for it. Can someone assist what node to use? Also having other issue when trying to increase iterations. I get gray renders.
  7. Anyone here has experience importing OBJ file that is created i n Houdini to 3D max? As i cant find a way how to export my model out as DWG file (so i can load it in in Autocad) as i need to add measurements like wall height and how many square meters it has etc. I was trying to import it to 3D max and save out DWG fromat there. But model looks horrible in 3D max. And here is same model in Houdini
  8. Sudgested memthod to save out my project as DWG so it can be opened in cad where i need to add measurements and stuff like that. I just want to model in houdini and not in revit. Revit sucks as modeling tool.
  9. I currently have this: Veins are imported in as separate texture map. But they feel like tattoos not like something that is under the skin. (like you see that red pimple on top of nose) What node would you use to get it look like something that is under the skin and to what input would you connect it?
  10. Thnx for tips. Tho have to figure out how to plug in those different texture maps. And atm sss makes my model gray. *explained in video above + i do not want to buy ready shader i want to understand what i am doing wrong and how to connect something. But not many houdini shader tutorials out there, Especialy skin shader ones. As redshift skin shader for houdini Vray skin shader for houdini or Arnold skin shader for houdini. Need to have options for stuff like this> As creating proper skin shader i need to have: * Base color map - Dictates base color of skin * Epidermal Color map - Outer layer of skin * Subdermal map - Deepest layer of skin * Mid scatter map - This is layer where i want to paint also veins * Specular map primary- Dictates skin general specularity * Specular map secondary - Dictates where are the oili areas in the face (As you may know skin is in some areas more oily then others) * Displacement map * Curvature map * AO map
  11. Hello, I have problem creating skin shader in Houdini using Arnold. As creating proper skin shader i need to have: Base color map - Dictates base color of skin Epidermal Color map - Outer layer of skin Subdermal map - Deepest layer of skin Mid scatter map - This is layer where i want to paint also veins Specular map primary- Dictates skin general specularity Specular map secondary - Dictates where are the oili areas in the face (As you may know skin is in some areas more oily then others) Displacement map Curvature map * AO map Note! i use UDIM-s Here is video i made where i try to also explain the issues i have.
  12. but thnx. I will try to create it. Planing to study skin shader all weekend. As long as it takes i need to understand this.
  13. Then it flishes down many arnold skin shader tutorials as many of them use Al shaders in them. I am trying to find good solution for skin shader. Solution that can give me good results. Results that you see in game trailers and cinematic on characters. Many skin shaders have like basic sliders and all give almoust same result. But i need variations. Variations on fifferent layers etc as over all that is what makes the skin shader shine. Base color map - Difuse as o understand (Dictates base color of over all skin color) * Epidermal Color map - Outer layer of skin * Subdermal map - Deepest layer of skin * Mid scatter map - This is layer where i want to paint also veins * Specular map primary- Dictates skin general specularity * Specular map secondary - Dictates where are the oili areas in the face (As you may know skin is in some areas more oily then others) * Displacement map * Curvature map * AO map and more. Many of those default skin shaders that those rendering engines have suck as they have specular maps all the same and lack input of those shaders. Of course there are other issues that i at start did not know. For example in redshift Discovered also that there were several problems but the main source of the color looking strange was that your diffuse color map is also in linear space and so it required you to make it read in linear by changing the rs texture node to use 1.0 gamma. Also I did not have GI turned on in the render settings or a Redshift Object tag to add the displacement and tesselation. The Displacement is also a Tiff vector displacement so this means the displacement node needed to read it in as a vector format and be remapped to -0.5 min and 0.5 max because TIFF formats do not allow negative values like EXR. By the way for UDIM I can use the <UDIM> token instead of the more complex expression. This is what i have atm. I am not happy it looks like crap. Frusturates when in shadr build up you try to change something and you do not see effect. And then trying to figure out what is wrong. I am not interested in key shot look dev or substance painter as those are usles in cinematic and VFX pipeline.
  14. Hey! Thank you so much for trying to help. This means a lot to me. As when i study myself and no mentor i some times study something and then discover that it is no longer done this way or it does not work any more with this or that is some times frusturating. regards AL shaders i got this info> https://answers.arnoldrenderer.com/questions/10628/arnold-trial-renders-object-as-it-has-lights-on-it.html?childToView=10693#answer-10693 alshaders is not longer being developed. Also have problem. I do not have AIImage node and i think i am missing some other nodes also.
  15. Thnx! DO you know good tutoprials for Houdini alshaders. cant connect it directly to OUT:material
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