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Full Version: Shader tests, game, baking etc etc
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MagnusL3D
I think Houdini could be a powerhouse baker for game assets.

So I set this up, fully procedural. Using the grit shader Eetu did over att odforce.
Then I build up a triplanar projection, mixing that with the Grit shader to get nice edge wear.

After that I measure polygon area use that to drive a color gradiant to get some color patterns.

So with no UV's, I get the attached image as a result.

For me what's missing for this to be 100% awesome is:
- Houdini Engine hook-up with interactive mantra rendering in your preferd 3D app. (perhaps u can already do that?)
- Rounded Corner / Edge - Microbevel shader ..that works and is maintained (I cant do that type of math and the people that do post awesome otls but they seldom work with the latest Houdini)
- Same thing for the Grit shader, I worry that it will break in the future.
- A good / simple / easy way of baking hi-res mesh to lo-res mesh. preferable something done and supported by SideFX.

Anyway, just some random words I put togeather..and here is the image.
matthias_k
Really Great :-)
and + 1 for every wish on your list.
MagnusL3D
Thanks Matthias_k !

And here is a update with some sort of “decal” system in place..not finished but slowly getting there..
pelos
Houdini also have the power of become a procedural texture generator such substance designer if they give a little bit more of love to cops.
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