Hello! This is Great White shark I modeled in Zbrush (one of many i did) and textured using Substance Painter.
Then in Houdini, it was rigged using KineFX, and animated via CHOPS with some VEX code.
GOBO lighting in houdini and environment created in Houdini. Cameras tracking object with CHOPS shake (simulate hand held underwater...)
Rendered in Mantra with no compositing. Just a straight
render (low quality).
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Work in Progress » Great White swimming!
- remlore
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Rigging » Renaming Joints and Capture Layer Paint Issue...
- remlore
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edward
Attribute String Edit SOP to it and use it to modify the "boneCapture" POINT attribute with your rename
Hello Edward and thanks for the reply!
Okay this makes sense although I'm not quite familiar with the pipeline here...
I put the ASE node before the CPL and rename lowerJaw(renamed joint in the skeleton from point_20 to lowerJaw),
to point_20 (original). The weight information is still here and rig pose (before bone deform) shows the lowerJaw now but
the bone deform is not deforming the mesh now unless i put the same ASE node before the 2nd and 3rd input of the bone deform node. I have the order of things wrong and the ASE is probably not configured correctly.
What is the correct setup?
Thanks!
Edited by remlore - 2024年2月25日 13:41:46
Rigging » Renaming Joints and Capture Layer Paint Issue...
- remlore
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Hello!
I had to go back into the skeleton node to rename some joints. Well, because I did this, the CLP node
loses all the weight information (unless I use the STASH obviously with the original joint names).
Is there anyway for me to have the CPL accept the new joint names without losing the original painted weight data?
Thanks!
I had to go back into the skeleton node to rename some joints. Well, because I did this, the CLP node
loses all the weight information (unless I use the STASH obviously with the original joint names).
Is there anyway for me to have the CPL accept the new joint names without losing the original painted weight data?
Thanks!
Houdini Learning Materials » Sky Dome in Houdini
- remlore
- 8 posts
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mestela
Have you used another 3d app that lets you cheat this somehow without creating geometry? I'd be interested to see how that's handled.
The environment light behaves as a latlong HDRI is traditionally used; in a lighting context it's behaves as an infinite sphere, so translating the camera wouldn't generate parallax.
If you're trying to simulate objects near the camera thats visible in your hdri, that normally means you have to generate simple versions of those objects in your scene, then project your hdri onto those objects, and if you move too far around those objects, deal with painting in detail that needs to be there, combining projections etc… that's all possible in houdini, but normally that'd be handled in external app like mari.
If you're just after some simple faked parallax, you could do the method you hinted at earlier; create a large (just not infinitely large!) sphere, and blend a small amount of the camera translation onto the sphere. A blend node lets you do this.
Take your camera and a stationary null, attach both to a blend node. Set the toggles so that its only working for translation, and use the sliders so that its inheriting, say, 0.9 from the camera, and 1.0 from the null.
You can then make the sphere a child of the blend, that'll make the sphere move not quite as fast as the camera, giving you (sort of) parallax.
If you were keen on a more render-time method, you could probably hack up your own environment shader that did a similar effect, but that sounds like work.
Attached a little proof of concept.
Mestela that's it! Perfect! Saved me a lot of time! Thank you so much for your generosity!
Houdini Learning Materials » Sky Dome in Houdini
- remlore
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mestela
You can't just put your texture on an environment light?
What happens when I use environment light is that yes, you can rotate the camera around, and view a spherical sky … that's fine… but translate the camera left or right, the sky stays still and the foreground moves …
Does anyone know of a way to make this all work? Do I have to somehow connect the image map to the translation of the camera to move with it?
Houdini Learning Materials » Sky Dome in Houdini
- remlore
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I tried that, but it only acts as a background. As soon as I pan the camera it still looks the same when I want it to pan the sky… sorta like a skydome in Maya or 3dsmax … you see this all the time in Houdini ocean scenes with an iso offset for the fog to give it a nice falloff in the horizon.
Think of a camera inside a dome… you pan the camera around and it see's an entire HDRI Sky that's wrapped inside
Think of a camera inside a dome… you pan the camera around and it see's an entire HDRI Sky that's wrapped inside
Houdini Learning Materials » Sky Dome in Houdini
- remlore
- 8 posts
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Hello Mandrake0!
Thanks for the file! Camera Projection: Polar I see is set, and I plug a HDRI sky image into the background? When I move the camera, it switches to perspective on it's own. I guess I"m not doing this right… Do I need to create a giant sphere and project the image inside the sphere?
Thanks for the file! Camera Projection: Polar I see is set, and I plug a HDRI sky image into the background? When I move the camera, it switches to perspective on it's own. I guess I"m not doing this right… Do I need to create a giant sphere and project the image inside the sphere?
Houdini Learning Materials » Sky Dome in Houdini
- remlore
- 8 posts
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Hello!
I'm trying to figure out how to create a sky dome in Houdini so I have a 360 Degree sky the camera can view. I don't want to composite right now, I just want this in the scene. How do you go about doing this? Is there a tutorial on this somewhere?
Thanx
I'm trying to figure out how to create a sky dome in Houdini so I have a 360 Degree sky the camera can view. I don't want to composite right now, I just want this in the scene. How do you go about doing this? Is there a tutorial on this somewhere?
Thanx
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