Want to boost your efficiency?
🔧 Creating custom tools is one way to go (or buying one if you're short on time).
I just launched a Houdini tool that makes it super easy for objects – like these Pringle chips – to follow a path!
You can grab Trace Curves right here 👇:
https://buff.ly/4dk3FkL#Houdini#3D#Tool#Curves
I'm done faking it!
After using the Carve node in Houdini to fake curves sliding through paths, I decided to make a tool that doesn't cull points.
I made Trace Curves to actually deform the curves along paths!
This allows me to create thread shots way easier!
And I'm making it available to all here:
https://buff.ly/4dk3FkL#Houdini#3D#Tool#Curves
I’ve always wished every 3D asset came as a USD file. While we’re not quite there yet, I decided to take matters into my own hands.
So I took a 4-hour hiatus and made a Houdini setup which automatically converts KitBash3D assets into efficient USD files, complete with proxy geo, MTLX materials and more.
The setup uses TOPs to...
*) import the .bgeo file into LOPs
*) convert all textures to proper MTLX materials using my PBR-Express script
*) automatically assigns the materials based on the @shop_materialpath attribute
*) creates proxy geometry and payloads
*) creates a USD friendly hierarchy ("/asset/geo, /asset/mtl")
*) renders out a 512x512 .png thumbnail for preview
... for every asset. It also lets you easily import them into a database, from which you can simply reference your preferred asset and place it inside your scene via Layout LOP.
This project taught me a ton about USD, and I can’t wait to apply it to larger projects. It’s also super satisfying watching all those assets get processed automatically, thumbnails rendered, and neatly organized into folders.
Now if someone knows how to properly get .usd files (WITH materials! Including normal/height maps!!) into Unreal, hit me up.
#USD#materialX#houdini#sidefx#vfx#3D
Virtual Production Supervisor 🎬 Unreal Engine Artist 🖥️ Host of Virtual Production Insider 📺 Emmy Award Winning Video Editor 🏆
The best part about #virtualproduction is that there is usually more than one solution to a problem.
Today, I'm showing you how a clear material in #unrealengine can be a great little trick to keep in your toolbox for future problems. There have been countless times when I've been working with a 3D model and wanted to quickly modify or remove a portion of that model without having to dive into modeling tools. This is where the clear material comes into play, because if that part of the 3D object has it's own material parameter, then you could simply make it disappear and either put something in its place or keep it as is.
And of course, if you're not racing against the clock, you could easily bring that model into a program like Blender or Maya and modify the object. But if you're in the middle of an ICVFX shoot, SPEED and CREATIVITY are the name of the game.
My Nxt model and project "THORN" in MAYA SOFTWARE...This is also based 3d project and model ...3d mean it basically the whole world that you can see...
The best part about #virtualproduction is that there is usually more than one solution to a problem.
Today, I'm showing you how a clear material in #unrealengine can be a great little trick to keep in your toolbox for future problems. There have been countless times when I've been working with a 3D model and wanted to quickly modify or remove a portion of that model without having to dive into modeling tools. This is where the clear material comes into play, because if that part of the 3D object has it's own material parameter, then you could simply make it disappear and either put something in its place or keep it as is.
And of course, if you're not racing against the clock, you could easily bring that model into a program like Blender or Maya and modify the object. But if you're in the middle of an ICVFX shoot, SPEED and CREATIVITY are the name of the game.
Staying consistent with doing 'Blender 3D' is really making me more patient as well because of the pc crashing multiple times during 3d modelling and rendering.
Every follow-along blender tutorial has some commands that work differently with every version and add-ons.
Improvising on certain steps makes me develop my own shortcuts and ways of operating the software.
I recently learned the *bear* necessities of hair and cloth simulation, as well as hair/fur grooming! To make this, I had to learn Houdini and Redshift, two softwares I've always wanted to try. As such, I’ve positioned myself closer to my goal of becoming a fully realized character technical director.
Through this project, I also learned how to texture using procedural workflows which I really enjoyed. That, and I got to try my hand at lighting, which is a skillset I've been curious about properly diving into ever since I've opened a 3D software.
3D Product Brand-Visualizer / PROMAX Winner
2moShoot made me hungry, super work Antonio!