Paul Ambrosiussen

Ambrosiussen

About Me

専門知識
Developer
Location
United States
ウェブサイト

Paul Ambrosiussen is currently a Technical Artist and Game Tools Developer at SideFX Software. He finished his BASc in International Game Architecture and Design at NHTV University of Applied Sciences in Breda. Paul enjoys writing tools to support effective art-pipelines, and maintaining tool / workflow quality for the artists he is assisting. His goal is to help others create amazing things in a better, faster and more flexible way. He creates tutorials, gives live lectures, attends events, and presents custom workshops to customers.

Connect

My Talks

obj-image GDC
Game Development Made Easy Using Houdini
obj-image GDC
Rapid Level Creation for Unity Mobile
obj-image LAHUG
Baking Texture & Masking Maps at Lightspeed!
obj-image Twitch
Quixel's Rebirth: World Building with Houdini & UE4
obj-image GDC
From GameDevToolset to SideFXLabs
obj-image GDC
WaveFunctionCollapse Supercharged with PDG for Level Generation

My Tutorials

obj-image Beginner
SideFX Labs インストール
obj-image Quick Tips
Game Tools | Maps Baker
obj-image Intermediate
Alicevision プラグイン
obj-image Quick Tips
Game Tools | Detail Mesh
obj-image Intermediate
Lens Shaders for GameDev
obj-image Quick Tips
Game Tools | Marmoset Toolbag ROP

Recent Forum Posts

Pyro FX Texture sheets, for Karma? 2020年10月16日13:13

Hi,

Currently not planned yet, but please RFE it!

Game Tools | Maps Baker 2020年10月15日15:04

AnikoMesterhazyRenner
Hi All

Does the map baker support multimple materials on the source object by any chance? I have a ground plane with lots of rocks on top and each roch has different materials. I wanted to bake all into a one texture set , but the result was broken.

Any ideas how to make it work ?

Cheers
Karoly

Hi,

That is definitely supported. How did you set up your scene?
You could look at the example files on Github for reference. https://github.com/sideeffects/SideFXLabs/tree/Development/hip [github.com]

SideFX Labs Updates 2020年10月2日12:33

1 Oct 2020
New Tools
  • 1.206 (18.0.581) Blackbody COP generates a ramp using the same function as the pyro shader

Updates
  • 1.212 (18.0.589) Added ability to generate path attribute when importing FBX with hierarchy using FBX Archive Import sop. Can now also pack before merging.
  • 1.211 (18.0.588) Updated Niagara exporter docs with information about attribute interpolation
  • 1.211 (18.0.588) Added the ability to make pop sims loop aswell in Make Loop. Community contribution from Matt Estela - @thecgwiki Please note that this update is a version bump, and therefore does not affect already created instances of the tool. (Make a new node to get it) Also updated example file
  • 1.209 (18.0.584) Added a preset to the Star sop.
  • 1.207 (18.0.582) VHDA now allows you to specify a custom save location for HDAs when either creating new HDAs, but also when simply incrementing versions.
  • 1.207 (18.0.582) Changing the Blackbody COP a bit so that the ramp generated has a built in black value instead of needing to multiply against the mask.
  • 1.206 (18.0.581) VHDA menu is now relocated under “Match Current Definition”. This to not throw off anyone with musclememory on that option.

Bug Fixes
  • Fixing a bug with VAT where the color and scale wouldn't update on the rigid method. Also properly exporting pscale attribute
  • 1.211 (18.0.588) Fixing Rizom Processor on Linux
  • 1.211 (18.0.588) Updating VAT 2.1 to handle PNGs properly and export out unpremultiplied images and have the alphas default to 1 instead of 0
  • 1.209 (18.0.584) Fixed issue in Volume Texture where changing the resolution of the exported volumetexture with the presets system did not actually change the resolution and slices amount.
  • 1.208 (18.0.583) Missing expression on Mapbox node
  • 1.206 (18.0.581) Fixing issue where Rizom would start minimized and not process until maximize in Rizom Processor node with Rizom 2020
  • 1.206 (18.0.581) Fixing errors in the Rizom Optimize node with Rizom 2020