TheArtofSaul, to Zelda

The finished model + texturing of the #NES #Zelda #PCB board that will go inside the cartridge. #Adobe #SubstancePainter fun along with #MOI3D and #SideFX #Houdini.

#Maxon #Redshift3d #render #80s #retrogaming #Nintendo #3d #digitalart #cgi #instaart #retro

TheArtofSaul, to photoshop

Wrapped up the texture work in for the front and back of the cartridge. Generic "Gray" edition, now to work on the gold cart. Can easily swap NES game cartridge labels now. The Adventure of Link next?

image/jpeg

MattMerk, to blender
@MattMerk@mastodon.social avatar

Oh, just doin' some previz for our little movie.
#Blender #Filmmaking

vfxsup,
@vfxsup@mastodon.social avatar

@MattMerk I've always used #Houdini #Maya and #Modo. Been dabbling with #Blender and quite impressed.

ylegall, to art
@ylegall@genart.social avatar

time offset cube slice

video/mp4

upmultimedia, to houdini
@upmultimedia@mastodon.gamedev.place avatar

A project that generates real world meshes in Houdini using the Google API. My python library for handling GLTF files is one little piece of it which is amazing.

https://github.com/xjorma/EarthMeshHoudini

#houdini #googleapi #gltf #foss

flipsideza, (edited ) to ps1graphics
@flipsideza@fosstodon.org avatar

Is there a blazingly fast cli mesh processor out there? Think ffmpeg for data?

My use case, generate decimated (low res mesh, tri's are fine) geo from an input

Has anyone worked with at all? Is it worth exploring?

via is painfully slow. I could also consider via it pypi package, or but will need to test those.

flipsideza, to houdini
@flipsideza@fosstodon.org avatar

So on an Attribute Wrangle node you can Get a value from a channel with:

float cam_hieght = chf("camera_hieght");

but does anyone know if I can Set a value, so basically the reverse?

I'm trying something, but it might not work ;)

flipsideza, to houdini
@flipsideza@fosstodon.org avatar

Just added a feature to our USD asset turntable. It now has a helix camera move that gives a closeup render of the asset from bottom to top.

JPK_elmediat, to HashtagGames
@JPK_elmediat@c.im avatar
flipsideza, to animation
@flipsideza@fosstodon.org avatar

Happy #FollowFriday Everyone! 😃

I'm Chris 👋 I'm currently #CGSupervisor & #PipelineTD at an #Animation studio in #CapeTown #SouthAfrica

I've worked on multiple #Films & #TVSeries over the years. Using #Maya #Houdini #Blender & #OpenUSD recently for #StarWars, #Disney & the #Lego Movie 2. My focus is #pipeline tech/dev writing tools in #python as well as #cinematography

I'm a #photographer & #travel junkie at heart, spending my weekends exploring new places or learning #rust

actsukrit, to houdini
@actsukrit@mastodon.gamedev.place avatar

I just started using TOPs nodes today and am now very upset I didn’t know about them earlier

gavgraham, to houdini
@gavgraham@mastodon.social avatar

Fantastic 2023 reel from Sidefx, super happy we got some nice DNEG shots in the mix .. https://youtu.be/zxiqA8_CiC4

famousandfaded, to houdini
actsukrit, to houdini
@actsukrit@mastodon.gamedev.place avatar

Making a new Natural Wonder:

Trying something different this time; initial sculpt in . then bringing it into for some procedural noise and erosion!

image/png
image/png

flipsideza, to python
@flipsideza@fosstodon.org avatar

So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - https://github.com/qmasingarbe/pymiere which has been pretty successful tbh. Edit is starting to feel nicely like a first class citizen in our supported DCCs using

When not testing edit, I have been hard at work writing code to export our models so that they perfectly layer in with lookdev. This means I have successfully decoupled LD & MDL usd version files.

flipsideza, to animation
@flipsideza@fosstodon.org avatar

Happy #FollowFriday Everyone! 😃

I'm Chris 👋 I'm currently #CGSupervisor & #Layout Supervisor at an #Animation studio in #CapeTown #SouthAfrica

I've worked on multiple #Films & #TVSeries over the years. Using #Maya #Houdini #Blender & #OpenUSD recently for #StarWars, #Disney & the #Lego Movie 2. My focus is #pipeline tech/dev writing tools in #python as well as #cinematography

I'm a #photographer & #travel junkie at heart, spending my weekends exploring new places or learning #rust

rml, to blender
@rml@functional.cafe avatar

I'm using for the first time in about 4 years (and used to just use it to cut out complex UV maps for video projection mapping), and wow, with the realtime rendering engine is a game changer. and the UI has become so much easier to navigate in this time. it's like if and a reunited and became merged as one.

flipsideza, to houdini
@flipsideza@fosstodon.org avatar

#OpenUSD has a prim.GetName() but no prim.SetName()! I know how to edit primpaths via an sdf.layer but having a .SetName() would have meant i could be solving another problem right now instead of bashing my head against moving stage data to a sdf.layer and back!

#Pipeline #PipelineJournal #Houdini

flipsideza, to random
@flipsideza@fosstodon.org avatar

This weeks main goal, to create some FX (fire/smoke/pyro) and confirm that these assets travel down the new USD pipe correctly. Confirm that lookdev receives & can use all attributes required, etc.

This probably & largely involves prepping my asset build tool to accept different formats correctly, and accessing primvars.

flipsideza, to random
@flipsideza@fosstodon.org avatar

Just to add insult to injury, #Maya uses 'map1' as its default, but auto renames to st on #USD export. So whilst exporting alembics from #Blender we then had two UV maps in Maya 'UVMap' and 'map1' when those files ultimately made it to rigging and then down to #Houdini #Solaris we now have 'st' and 'st1'.
Spent friday debugging why mtl.usd wasn't being applied correctly to anim.usd and well it came down to UV names.

#Pipeline #PipelineJournal #Animation

flipsideza, to random
@flipsideza@fosstodon.org avatar

Okay primitive matching patterns are pretty freaking cool! I can see myself using these a lot.

flipsideza, to random
@flipsideza@fosstodon.org avatar

Decided to do a write up on creating a simple asset with the geo & mtl layers as referenced layers via payload.

https://maglit.me/usdassetbuildpayload

flipsideza, (edited ) to random
@flipsideza@fosstodon.org avatar

The roll out of my new Asset Builder has gone amazingly smoothly. 💪 The team really prefer its workflow, cleaner and simpler for the artist. This is always my goal, 'Let Artists be Artists' they dont care about all this tech ^_^

flipsideza, to random
@flipsideza@fosstodon.org avatar

Creating a payload feels oddly complicated in but once you have it setup its pretty straight forward!

Here I am creating two reference usd layers, one for _geo.usdc and one for _mtl.usdc (off top screen) that are combined into a single payload layer _payload.usd.

The 'root_component_prim' is simply creating '/asset_name' of kind 'Component'.

flipsideza, to random
@flipsideza@fosstodon.org avatar

Its been interesting working with USD and seeing how it can all be layered. The component builder was not letting me store arnold render settings in the _mtl.usdc so we used the _extras.usdc. Having switched to my own builder we can now store those details in the _mtl.usdc meaning one less file to keep track of when applying materials to animation. 💪

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