In this video, I'm going over a few techniques of texturing to get you realistic and high quality details in your assets. Then I'll render it in Houdini with Karma renderer. I'll go over Image Projection Painting, Photogrammetry, Substance Painter, and tips on when to use Image Projection vs Photo scanning for different types of projects.
Read MoreIn this session, I'll demonstrate how to export a character rig from Houdini into Unreal Engine and replace the default mannequin playable character in UE with our custom character rig. I'll export the procedural animations from Houdini into UE and the whole process doesn't require retargeting because the skeleton rig was created from scratch in Houdini!
Read MoreI've been playing around with Houdini 20's new APEX feature ever since I tried out the chicken rig that was made with APEX (one of SideFX's APEX demo projects). APEX is very powerful! I was already obsessed with KineFX in Houdini, APEX is like the cherry on top of the ice cream, completing the whole animation job. What I use to try to do in KineFX is now very simple and easy in APEX. Join me in a Live Stream and I'll show you what I've learned and what NOT to do when dealing with APEX. I'll also show you what I've been working on, brushing up some of my zbrush sculpting skills and rigging it in Houdini with KineFX and building Control Rigs using APEX! Then add simulations just because we can!
Read MoreI'll be exploring some of the things I've learned rendering water in Karma and sharing some fun facts with MaterialX (mtlx) & VEX shaders in Houdini. I'll also go over the Chicken rig found on SideFX's Content Library just for fun. This will be a casual live stream and a bit of a teaser for the upcoming long form video on rendering water in Karma that I'm currently still preparing.
Read MoreThis is an quick demo of my HDA Quick Karma Material!
Read MoreReleasing my Houdini HDA Karma Material Generator Tool! This changed my workflow and allowed me to work more efficiently. I don't have to bogged down by creating tedious Karma Materials over and over again, literally just feeding image filepaths into Karma material parameters again and again. If your scene has 1 or 2 materials, it won't seem much of a hassle, but when your scene grows larger and you find yourself creating dozens of materials, you'll find this HDA very handy and a HUGE time saver!
Read MoreDiving into the meat of Karma and creating different types of materials. I go over the basics of Karma materials and how to setup easy PBR texture materials to get you the photorealistic results quickly using textures! I'll also go over how to setup BSDF materials in Karma and volumetrics.
Read MoreI finally got into Karma and it's really fast! The only thing that was ever holding me back from learning Karma was I didn't understand how Solaris worked, but I finally got over that and it feels great! It's so sweet to create things in Houdini and just render it out in the same application. I don't need the hassle of exporting the geometry to another app and debug all those exporting issues. And after doing a lot of test scenes with Karma, I am very impressed! Everything looks really good!
Read MoreI'm going to release a small series of videos where I add ornaments and decorations to the tree little by little throughout the month in each video. This gives me a great excuse to practice up my 3D skills in Houdini.
Read MoreIn this video, I'll go over some basics of Epic Games' MetaHumans, more of an introduction showcasing the features and existing products that augment the MetaHuman animation for ease of use and performance. I start off by showcasing a short animation video I did using MetaHumans and breakdown on how I did it and what tools I used. This is where I feel Unreal Engine and Houdini will shine when used together.
Read MoreIn this video, we'll look more into Unreal Engine 5 and see how quickly it is to setup a themed background that's ready for lookdev for the main star of the show. I'll explore different design decisions we make in Houdini when creating digital assets to be used in UE 5. We need to keep in mind what we're creating and who will be using the asset when deciding which parameters to expose from Houdini to UE.
Read MoreIn this video, I go over some basics of how we can use the HoudiniEngine to get our Houdini made assets over into UE 5. This is a quick start and I'll be focusing some of the time describing how to create a HDA in Houdini and bringing that over to UE 5. And I'll be going over some really basic UE 5 User Interface for those Houdini users that are just getting into UE.
Read MoreThis is the last video in the series of RBD Deformation! I demonstrate how to the UV’s are set up in Houdini that preps the geometry for Substance Painter so we can create some nice fancy textures for rendering in Redshift.
Read MoreThis is the fun part! In this video Part 4, I continue from Part 3 and we finally get to simulate in Houdini's Vellum Solver after all getting the clothing generated in Marvelous Designer into Houdini with all the setup that we went through in Parts 1-3.
Read MoreIn this video, I go over the parameters on exporting from Marvelous Designer and import setup in Houdini. I'll show you what it looks like when the clothing model is incorrectly imported so you can develop a keen eye to debug your own scenes in the future.
Read MoreI continue on from the previous video with the Marvelous Designer to Houdini workflow and demonstrate how to pose characters to get those perfect wrinkles in your clothing. We'll pose them in Kine-FX in Houdini and export the pose into Marvelous Designer.
Read MoreIn this new mini-series, I go over the workflow on how to take the clothing asset models from Marvelous Designer and get it into Houdini so that it works with the Vellum Solver. I also go over how to get rigged characters created in Houdini into Marvelous Designer.
Read MoreThis is the last video in Concept 6! But there will be more Crowd Simulation Concept videos to come soon! I'm going to take a short break from Crowds just for the next video because Concept #6 took a lot out of me, but I'll be back with Concept 7 very soon! In this video, I finally dive into some simple VEX in Crowds and demonstrate how to do simple calculations during runtime to dynamically guide your Crowd agents. These techniques can be used in your own Crowd scenes in different ways and I hope you'll find the stuff useful in your own projects!
Read MoreIn this video, I'm going to demonstrate how you can target specific agents in the Crowd SIM in Houdini and apply specific Crowd Triggers for full control! We'll organize the agents and give them unique attributes to be used in the Crowd SIM.
Read MoreIn this video, I continue on from the previous Crowd Basic Concept #6A on Crowd Triggers. I'll be adding more Crowd Triggers and explaining how to set them up and how each trigger affects neighboring triggers.
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