I know not everyone is super keen to learn USD (but you should!). But I'm thinking that we should take a break from USD in the next video. Still a bunch of videos left to cover everything that I want to cover about USD at this point. This is the third video in a row about USD. We will also take a look at the component builder provided with the latest versions of Solaris that can also help you to prototype assets quickly.Īs I said, about 3 hours of professional USD content that I'm hoping it can be useful for you when dealing with USD in the future. While exploring all the different options, we will create a re-usable template that you can use to standardize all your assets very quickly. From very simple assets to more complicated ones with multiple variations for geometry and lookdev. I have a bunch of different scenarios that you will face while working with USD and assets. We will spend around 3 hours in Houdini Solaris talking about asset creation. This is where the action starts to happen. In this step of the pipeline we will look into how to author animation directly in Solaris and also how to import USD animated caches coming from different DCCs to be used in a shot.Īnother 3 plus hours of professional USD training plus a big data set ready to be used in Houdini Solaris. We will publish a few USD layers that will be referenced by the animation department. Part of this process is also layout and set dressing, where we will be creating cameras a shot specific overrides. Once the assembly is done, we will look into shot setups, where we will establish the structure of a shot, including all the elements that will be needed later on. Solaris has multiple tools for assembling scenes, including references, the stage manager, the layout tool, the drop tool, instances, scatterers, etc. In this video we will talk about assembly, the process where we create a set using all the available assets created before. Now that everything is ready we will move on to the next stages of the pipeline. I spent many hours after that publishing all the assets from Aninmal Logic's lab scene using my asset creation HDA, in the way that I like to publish assets. In the last episode we talked about asset authoring in USD and Solaris. We will explore random functions and noise patterns to create natural scattering similar to what we can find in nature.Īlmost 6 hours of content divided in two videos. This video covers how distribution works under the hood. In the second part of the video we will explore the basics of scattering and distribution in LOPs. Then, we will extract some attributes based on the pointcloud data, later we will create additional attributes that can be used for scattering and lookdev.įinally, we will export all the data to be used in a different 3D software or in a game engine. We will process the lidars to be used as heightfields. In the first part of the video we are going to be talking about ingesting lidar scans of natural environments in our pipeline. What I mean by that is that the two topics covered in this video have a relationship between each other but also with a topic that we will be discussing soon in the USD series.
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