flipsideza, to random
@flipsideza@fosstodon.org avatar

So I've been rebuilding or shall I say building from scratch our own Asset Builder. Leaving the native houdini component builder behind. It goes live on pipe today and not being backward compatible, any old assets that we might need to go back to would need to be updated.

jonkk, to random
@jonkk@idlethumbs.social avatar

vellum sim practice, fluids+softbody! #vellum #houdini #octanerender

egg 3d render

jonkk,
@jonkk@idlethumbs.social avatar

broke a couple of eggs before I got good results 😓 #vellum #houdini #octanerender

3d render of an egg falling and breaking

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

Yes! Animation files coming out of Maya now sublayer perfectly with our lookdev USD files. Meaning we have fully shaded animation rendering in Solaris ^_^

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

OMG! Okay so first 'successful' shot build in ! Sure shading on anim isn't working just yet (literally next on my Todo list) but damn this is exciting. The Scene Graph is looking neat with everything in their correct prim paths. Yes!! :D

flipsideza, to random
@flipsideza@fosstodon.org avatar

Made a small update to my post on using functions to build a Asset Review Turntable in

https://maglit.me/solarisassetturntable

flipsideza, to random
@flipsideza@fosstodon.org avatar

Been quite focussed on Set Dressing lately in . I have managed to build a really great foundation tool for the set dressing artists to work in. They dont need to worry about the technicalities but the result is a dressing.usd file that is sublayered into the set.usd for use down the pipe.

ylegall, to art
@ylegall@genart.social avatar

2D soft body experiments
#generative #art #design #houdini

video/mp4

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

Flexing the new functions to build a Asset Review Turntable in

https://maglit.me/solarisassetturntable

flipsideza, to random
@flipsideza@fosstodon.org avatar

Any idea why the usd_metadata function does not return the metersPerUnit value?

#Houdini #Solaris #USD #OpenUSD

flipsideza, to random
@flipsideza@fosstodon.org avatar

Blender & Houdini working at the same scale, with Maya being the odd one out. Initially we just scaled everything from Maya down by 0.01... but now that we are writing out USD files its time to bring Maya into the fold so that we can standardise

flipsideza, to random
@flipsideza@fosstodon.org avatar

So the Layout Lop looks attractive and artist friendly... but spend some time with it and wow it feels pretty limited. Might use a combination of layout lop, instancer with something like the spraypaint tool and the stagemanager would give us a bit more control.

stkrake, to random
jonkk, to random
@jonkk@idlethumbs.social avatar

tried to recreate emty01's knit video. the yarn intersects all over the place and it doesn't loop, so not a success.. but at least I did my first #karmaxpu render #houdini 🇮🇸

video/mp4

flipsideza, to random
@flipsideza@fosstodon.org avatar

Pretty succesful day! Asset review turntable bout halfway done. Some sweet little vex code to setup and position the camera based on the objects scale & scale the backdrop.

Next, setup chrome/matte and a macbath colour chart to follow the camera & remain in the same location in frame no matter the cam position.

flipsideza, to random
@flipsideza@fosstodon.org avatar

Next up is an Asset Review turntable, that will take in the lookdev.usd place it on a backdrop, position a camera according to asset size & rotate it 360 degrees. Generating a usd we can send to the farm.

This is gonna be worth a blog post, coz its getting pretty involved and vex in LOPs is a slightly different beast, with unique usd functions.

flipsideza, to random
@flipsideza@fosstodon.org avatar

So Houdini's standard component builder wrapped into an HDA with a few standardised settings to make lookdevs life easier has become our MVP asset builer. It handles a lot of tasks differently to how we would ultimately like it, but for now with our compressed timeline it'll do the trick!

#MinimumViableProduct #Pipeline #Houdini #OpenUSD #Solaris #PipelineJournal

doppioslash, to FunctionalProgramming


I'm Claudia Doppioslash, Graphics Programmer in the game industry.
In the years I've worked on games, XR apps, wrote a technical book, worked in and spoken at programming conferences.
Recently I switched to after 8+ years of
Interests: implementing (Physically Based Rendering), , and (Houdini), translating movie into renderers, making tools, extending DCCs (, ).

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