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bubblepins
Canada
Приєднався 5 гру 2018
I wanna make short films, who's with me?
blog: bubblepins.com/
twitter: @BubblePins
IG: @bubble_pins
Patreon: www.patreon.com/bubblepins
Discord: discord.gg/zGBPfeE2NU
blog: bubblepins.com/
twitter: @BubblePins
IG: @bubble_pins
Patreon: www.patreon.com/bubblepins
Discord: discord.gg/zGBPfeE2NU
3D Render vs Real Photo! Amazing Results with Adobe Substance Painter & Houdini Karma!
Download Houdini SIM Project Files (Exclusive for Perk Members-Only):
bubblepins.com/membership/delicious-textures-with-adobe-substance-painter-amp-houdini
Perk 2 Password:
ua-cam.com/users/postUgkx71TNhSuu0fPzWRF_VJbp2VaUarvIyC0C
Perk 1 Password:
ua-cam.com/users/postUgkxIL-xj5tjkQ8ACU-D3GBiQripxQj17N9b
Download Create Karma Material Generator (Exclusive for Perk 2 Members-Only):
bubblepins.com/membership/intro-to-karma-materials-for-beginners-in-houdini
Perk 2 Password for Material Generator:
ua-cam.com/users/postUgkxsgGAKo-0_8lAMvTvxT-NORWOEwRmm7Ud
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.
Become a Perk Member to get exclusive content:
ua-cam.com/channels/gSL2gPQragMHtVh3f2YUQA.htmljoin
So many tutorials! Where should I start?
bubblepins.com/membership-guide
#houdini
#sidefx
Intro
00:00
Baking Waffles & Image Projecting
00:45
Photogrammetry
02:31
Tips on Projection vs Photogrammetry
04:29
Project Setup
08:17
Limitations
09:35
Substance Painter Setup
15:50
Substance painter Shortcuts
19:00
Painting Image with Projection
20:23
Fixing White Spots in Texture
24:09
Back to Houdini
27:51
bubblepins.com/membership/delicious-textures-with-adobe-substance-painter-amp-houdini
Perk 2 Password:
ua-cam.com/users/postUgkx71TNhSuu0fPzWRF_VJbp2VaUarvIyC0C
Perk 1 Password:
ua-cam.com/users/postUgkxIL-xj5tjkQ8ACU-D3GBiQripxQj17N9b
Download Create Karma Material Generator (Exclusive for Perk 2 Members-Only):
bubblepins.com/membership/intro-to-karma-materials-for-beginners-in-houdini
Perk 2 Password for Material Generator:
ua-cam.com/users/postUgkxsgGAKo-0_8lAMvTvxT-NORWOEwRmm7Ud
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.
Become a Perk Member to get exclusive content:
ua-cam.com/channels/gSL2gPQragMHtVh3f2YUQA.htmljoin
So many tutorials! Where should I start?
bubblepins.com/membership-guide
#houdini
#sidefx
Intro
00:00
Baking Waffles & Image Projecting
00:45
Photogrammetry
02:31
Tips on Projection vs Photogrammetry
04:29
Project Setup
08:17
Limitations
09:35
Substance Painter Setup
15:50
Substance painter Shortcuts
19:00
Painting Image with Projection
20:23
Fixing White Spots in Texture
24:09
Back to Houdini
27:51
Переглядів: 751
Відео
Houdini's Karma Material Generator HDA: Game Changer
Переглядів 2 тис.5 місяців тому
Download HDA (exclusive for Perk 2 Members, sorry this one is only for Perk 2): bubblepins.com/membership/houdinis-karma-material-generator-a-game-changer Perk 2 Password: ua-cam.com/users/postUgkxdZKhnn7-TGvZh8OPvSVZleCUzscRnV6k Become a Perk Member to get exclusive content: ua-cam.com/channels/gSL2gPQragMHtVh3f2YUQA.htmljoin So many tutorials! Where should I start? bubblepins.com/membership-g...
Intro to Karma Materials for Beginners in Houdini
Переглядів 6 тис.6 місяців тому
Download HIP Project (Exclusive for Perk Members): bubblepins.com/membership/intro-to-karma-materials-for-beginners-in-houdini Perk 2 Password: ua-cam.com/users/postUgkx0QEiagj5p72DlTv87n2KdbCAco0lrLvy Perk 1 Password: ua-cam.com/users/postUgkxygYuxpW5OxDObvxCTtBr-sJm3GGa2UUX Karma HDA Material Generator Download HDA (exclusive for Perk 2 Members, sorry this one is only for Perk 2): bubblepins....
Intro to Karma and Solaris in Houdini
Переглядів 5 тис.7 місяців тому
Download HIP Project files (Exclusive for Perk Members): bubblepins.com/membership/intro-to-karma-and-solaris-in-houdini Perk 2 Password: ua-cam.com/users/postUgkx_8clmKLPU0iJLIGx8BXZI5tRIlfsCgmq Perk 1 Password: ua-cam.com/users/postUgkxeLBsY5qATdd77KScOyMBubM-xAkptjYt Become a Perk Member to get exclusive content: ua-cam.com/channels/gSL2gPQragMHtVh3f2YUQA.htmljoin So many tutorials! Where sh...
Simple VEX Driven Flashing LED's in Houdini's Viewport - Christmas Tree Decorations Part 1
Переглядів 1 тис.8 місяців тому
Download HIP Project (includes tree generator) with notes & comments: bubblepins.com/membership/simple-vex-driven-flashing-leds-in-houdini Perk 2 Password: ua-cam.com/users/postUgkxDjE6m_Te9S9ChM3tXRu3pkNpNtFj_yBJ Perk 1 Password: ua-cam.com/users/postUgkxm8CVJmws_MPpJlN7sFdElF1aO2nX0289 Download Tree HDA Generator (it's actually from an older video): bubblepins.com/membership/christmas-tree-ge...
Intro to MetaHuman in Unreal Engine & Houdini KineFX for Animation
Переглядів 4,3 тис.8 місяців тому
Intro to MetaHuman in Unreal Engine & Houdini KineFX for Animation
Intro to Unreal Engine 5 Nanite: Better than Houdini, Blender, zBrush?
Переглядів 2,4 тис.9 місяців тому
Intro to Unreal Engine 5 Nanite: Better than Houdini, Blender, zBrush?
Spooky Unreal Engine 5 & Houdini Scene - Haunting Visual Effects for Halloween!
Переглядів 5809 місяців тому
Spooky Unreal Engine 5 & Houdini Scene - Haunting Visual Effects for Halloween!
HDA from Houdini to Unreal Engine 5: Technical VS Artistic Choices
Переглядів 3,1 тис.9 місяців тому
HDA from Houdini to Unreal Engine 5: Technical VS Artistic Choices
Beginner's Guide to Unreal Engine 5 with Houdini
Переглядів 3,3 тис.10 місяців тому
Beginner's Guide to Unreal Engine 5 with Houdini
Houdini to UE 5 Basic Concept 1 Missing Installation Process
Переглядів 89110 місяців тому
Houdini to UE 5 Basic Concept 1 Missing Installation Process
Unlocking Workflows from Houdini to Unreal Engine 5.3: Basic Concept 1 Setup
Переглядів 9 тис.10 місяців тому
Unlocking Workflows from Houdini to Unreal Engine 5.3: Basic Concept 1 Setup
INSANE Houdini Examples! The Bubblepins Way
Переглядів 82111 місяців тому
INSANE Houdini Examples! The Bubblepins Way
Cinematic Destruction Basic Concept #6C Materials and Textures
Переглядів 1,1 тис.11 місяців тому
Cinematic Destruction Basic Concept #6C Materials and Textures
Marvelous Designer to Houdini Workflow Part 4 Vellum Solver
Переглядів 2,7 тис.11 місяців тому
Marvelous Designer to Houdini Workflow Part 4 Vellum Solver
Marvelous Designer to Houdini Workflow Part 3 Export & Import Settings
Переглядів 2,3 тис.Рік тому
Marvelous Designer to Houdini Workflow Part 3 Export & Import Settings
Marvelous Designer to Houdini Workflow Part 2 Posing in MD with Kine-FX
Переглядів 1,6 тис.Рік тому
Marvelous Designer to Houdini Workflow Part 2 Posing in MD with Kine-FX
Marvelous Designer to Houdini Workflow Part 1 Character Export Settings
Переглядів 2,7 тис.Рік тому
Marvelous Designer to Houdini Workflow Part 1 Character Export Settings
Crowd Simulation Basic Concept #6D VEX in Crowd SIM
Переглядів 1,3 тис.Рік тому
Crowd Simulation Basic Concept #6D VEX in Crowd SIM
Crowd Simulation Basic Concept #6C Target Selective Agents in Crowd SIM
Переглядів 1,1 тис.Рік тому
Crowd Simulation Basic Concept #6C Target Selective Agents in Crowd SIM
Crowd Simulation Basic Concept #6B More Crowd Triggers
Переглядів 1,1 тис.Рік тому
Crowd Simulation Basic Concept #6B More Crowd Triggers
Crowd Simulation Basic Concept #6A Crowd Triggers
Переглядів 2 тис.Рік тому
Crowd Simulation Basic Concept #6A Crowd Triggers
Crowd Simulation Basic Concept #5 In Place and Locomotive Animations
Переглядів 1,9 тис.Рік тому
Crowd Simulation Basic Concept #5 In Place and Locomotive Animations
Crowd Simulation Basic Concept #4 Custom Character Rig & Animations
Переглядів 2,2 тис.Рік тому
Crowd Simulation Basic Concept #4 Custom Character Rig & Animations
Crowd Simulation Basic Concept #3 Avoidance
Переглядів 2,6 тис.Рік тому
Crowd Simulation Basic Concept #3 Avoidance
Crowd Simulation Basic Concept #2 Character States & Animations
Переглядів 2,8 тис.Рік тому
Crowd Simulation Basic Concept #2 Character States & Animations
Crowd Simulation Basic Concept #1 Simple Setup
Переглядів 5 тис.Рік тому
Crowd Simulation Basic Concept #1 Simple Setup
Cinematic Destruction Basic Concept #6B RBD Deformation (Rigid Body Dynamics)
Переглядів 2,9 тис.Рік тому
Cinematic Destruction Basic Concept #6B RBD Deformation (Rigid Body Dynamics)
Cinematic Destruction Basic Concept #6A RBD Deformation (Rigid Body Dynamics)
Переглядів 3,6 тис.Рік тому
Cinematic Destruction Basic Concept #6A RBD Deformation (Rigid Body Dynamics)
Cinematic Destruction Basic Concept #5 RBD Trigger Points (Rigid Body Dynamics)
Переглядів 2,2 тис.Рік тому
Cinematic Destruction Basic Concept #5 RBD Trigger Points (Rigid Body Dynamics)
Your course is what I'm relying on for my graduation project!😎
I feel honored!!! what's ur grad project about? UE? maybe I'll have some upcoming ue content released
God bless you bubble pins 😊
Thanks for the lovely comment!
Glad I found your channel, you make houdini look fun to learn
Awesome! I'm glad u like the content!
Oh my, such sweet voices!😍
awww Thanks!!
Thank you! I've been waiting for this one.
Thanks!! I really liked this topic. I have more lighting topics that I have prepared to share. I'm planning on releasing it in video bits like this one and try out a new video format! Let me know if this works or not for u, I would love feedback!
how do you vop only the masked area tho?
That is a really good question! I don't think there's an easy way to mask it other than zero-ing out the effect within the VOP setup itself. Like if u add noise to volume using VOP, and there's a section u dont' want noise, I think u can add zero noise for that selective section. But it would b more complex involving calculations and how do I figure out when that section comes up in the vop to isolate. Yeah I don't know of any easy way to do it. Hope that helps!
I love this, but I can't add it to my playlist :(
why's that? Is there a technical issue?
@@bubblepins I tried it now and it worked 🙌
@@PedroScherz nice! I'm happy it all worked out!
Substance Painter isn't cheap.
yeah I've heard a few people have expressed this to me, so I have been thinking about creating a video that uses Houdini for everything, since H20.5 release and now we have an updated fancy COPS system in Houdini we may be able to do substance designer stuff inside Houdini. We won't be able to do Substance Painter stuff, but at least that can be an option for those.
Hey Bubbles!! A somewhat related question: I'm trying to export my animated character + cloth sim to the game engine. however, rop_fbxCharacterOutput node doesn't seem to like that idea cause my cloth sim looks static the my game engine... have you ever tackle this issue before? I was told to convert it to VAT (but I need the bones, at least to blend bewteen multiple animations) and so to rig my cloth seems a solution??? any thoughs on that? btw, THANK YOU. your channel is a life saver to many of us!!!!
ooo I've tried doing something similar with this too! We call want nice cloth animations on metahuman, lol. But it's not as easy. I tried import/export by fbx rigged animations and yea that doesn't work at all, cuz the vellum sim is not a rig! So it HAS to be alembic, but that means it'll be huuuuge file. And also the Alembic its hard to align the clothing with the character as the metahuman has some unique deformation within the engine, I assume u r using UE, but every engine has it's unique thing so you will have a hard time algning the position in any engine. U need to know the Epic Games has teamed up with Marvelous Designer, they probably know that many dev's want this too. MD's sim for clothing is actually better than Houdini's. So Epic Games has this addon or I'm not sure if it's released yet, they announced it in the last GDC back in April I think? Anyways, they should have a UE addon for importing MD clothing and it should work with metahumans now using the MD simulator. Hope this helps!
@@bubblepins helpful info! Yeah, I'm using Unity cause programmers wanted it so! But MD is on my bucket list to learn! I will look for ways to work around it though! Thank you again!!!!!
@@josebringas513 The addon I mentioned is only with Unreal Engine, because Epic Games partnered up with CLO the parent comopany of Marvelous Designer. You'll have to double check if Unity supports the new MD addon's. The main improvement in MD is the sudden trend in using the USD with all the software apps. Everyone is trying to support that. See if Unity supports USD + Alembic cache, if so, there might be a chance that MD mayyyyy work. I believe UE is just doing something fancy with the USD clothing mesh and interpreting the Alembic cache. But that's just my theory and I've never used Unity before, so take that with a grain of salt and double check Unity docs! Good luck!!
i'm working through this absolute gold mine. May the Houdini gods bless your soul for eternity.
That's so sweet of u! Thanks for watching!
Is the Karma Material Generator HDA compatible with Houdini 20.5?
That's a good question! I did a quick test, it looks like it's working! Remember to download the latest version 6.0 it has a few bug fixes a bit of improvement. It now creates the LOPNET for u, so you don't have to worry about overwriting ur previous setup.
Thank you so much for your hard work! Thanks to your advice, I solved the problem with attributes and now the export from Marvelous works! Huge thanks!
My Pleasure! Good luck on ur project!
Good tutorials, but can you change the AI voice to something else? It's very hard to listen to this voice.
please tell me how to solve problem, when atribut paint going crazy ?
U could try separating it into 2 steps, try using the paint node and then transfer the painted colors to ur own attribute manually. Hope this helps! I don't use the attribute paint node directly that often.
@@bubblepins I resolved the issue thanks to your tutorial on importing from Marvelous to Houdini! Exporting in separate parts saved me! Thank you! I appreciate your hard work.
@@Chilags Thanks for letting me know that helped! I'll remember to pass this tip on to the next person that asks!
hello, i have my camera at 2K but for some reason mantra keeps rendering at half resolution, and the resolution is not overriden in the mantra node
hmmm... I was gonna say the override parameter in the mantra node lol.... but I guess u double checked that. Maybe it's the Pixel Aspect Ratio in the camera parameter? If not, u can try dropping down a new camera node at factory default parameters to see if the problem persists, if the problem goes away then u know for sure it's related to a parameter in the camera node. Maybe that can help narrow it down a bit. Hope that helps!
"Good thoughts! I still don't understand how to fix gittering as shown at 30:38
I'm sorry I ran out of time in the stream to talk about Vellum Grains and how I solved the jittering! I am thinking of doing a Part 2 to the live stream to finish it off. Cuz I know a lot of people may have the same issues with the vellum Grains jittering
very helpful thanks for the tutorial
THanks! I'm super happy u enjoyed it!
@@bubblepins please make beginner series tutorials for houdini
@@BaraBarabere. I made so many beginner videos for Houdini! They are all labelled Basic Concept 1 and some are named beginner or intro
ua-cam.com/video/IroCIiLu6jQ/v-deo.htmlsi=UkxzPA1Q1VXBl5_e
Hi, could you please provide a tutorial on importing rbd simulation to Unreal Engine from Houdini? Thanks
yeah I think I will, but it'll probably be the one after the next one. I had a friend that had a similar question and I think it's a good time to approach this. I might be able to make this earlier with a preview tutorial content type in a live stream. That way I can get it out faster.
@@bubblepins Thanks. I tried exporting rbd simulation in alembic format. It worked in Blender but not in Unreal. The error says faces with more than 4 vertices. It needs to be triangulated. So it would be great if you can guide me in it.
@@gkrcreations5906 oh that should be a quick fix, u can throw a remesh on the original geo before it gets fractured that should fix a lot of topology issues to make UE happy. Hope that helps!
@@bubblepins Yeah, it worked. First it didn't work because I placed the node just before the rop alembic node. In my setup I have a chess piece which collides with another one. After running the rbd simulation I merged the high res simulation and the collider mesh for exporting. After the merge node I placed the remesh node and when I checked the wireframe, the collider was remeshed not the rbd. Then I tried the remesher just before rbd material fracture. Still no result. And when I placed it between rbd cluster and rbd configure where I transferred the uvs it worked. Thanks for the tip. 😊😊. I am now trying to learn wall crack animation in Houdini. Hope you will consider this also. Thanks.🙂🙂
@@gkrcreations5906 Cracking walls sounds exciting! I can't wait until I see the results! RBD is fun, if u transfer it to UE you could have something break out of the wall when the user walks by
Best tutorial I've seen! You explain everything that's going on so well
Thanks so much! You just made my day a lot happier!
Please make more
Thanks for watching! I'm super happy u like this! I will make more!
would you say this is still valid or are there newer ways to render white water in redshift?
The basics yes, but I'm working on a newer FLIP Fluid SOP Tools video. I was going to do some Food Commercial like chocolate dip or fondue so it's up to u if u want to wait.
@@bubblepins thanks for a quick response! If you do a new fluid tutorial, it would be great if you could show rendering in Karma you as well. It seems that there still is no white water shader out of the box.
@@karimoh3154 I did a very casual Water Rendering tutorial on Karma but in a Live Stream: ua-cam.com/users/liveuvQgRFdSXyo?feature=share Not focusing particularly on whitewater, but more on water depth using karma. Whitewater in houdini uses volumes, which needs to be enabled specifically in Solaris lol ..... everything in Karma/Solaris needs to be enabled to render it out ... I think SideFX did that for optimizing the renders. I will remember to add that on my list when I edit the videos for the upcoming newer tutorial on FLIP Fluid SOP tools ! Thanks!
@@bubblepins interesting. I'll check that out tomorrow. Although from what I researched there is no "correct“ way to render whitewhater in xpu. By correct I mean the old whitewhater shader in Mantra which has some kind of specular on the volume... I am not sure I understand correctly what that forum thread was saying.
@@karimoh3154 I think u can render it anyway u want, but there is always a good practice way I guess. Karma XPU doesn't support VEX shaders, which is the old Mantra VEX materials. If u want XPU, you'll have to rebuild it with the new Karma Material builder.
Omg awsm
Single strawberry looks something different. With scattering the bunch of strawberries looks so delicious 😋😋
Bunching up a lot of strawberries really covers up the small flaws in the Image Projection. I love how it turned out in the sim for that! The single strawberry being repainted in Substance Painter in this demo is a bit different! It actually turned out better because I spent more time in it. The strawberry in the intro was only painted on the sides, but I wanted to showcase the flaw of image projection in the intro and that had the best visual example. If I used the strawberry from the demo in this video, it actually doesn't ahve much stretching because most of it is fixed in Painter as shown in the video.
@@bubblepins I really love houdini procedural 💞💞
it's too good but how we can make more realistic. it is just a silly question comes in my mind.
hahaha hyper realistic! I was thinking of putting some mold on it and maybe some bite marks! that should make it look more realistic. Cuz this strawberry is too perfect
@@bubblepins ok thanks for this valuable knowledge.
So cool! Great job on this.
Thanks a lot!
Can we achieve the same with mantra
It should work the same, but mantra will just be a little slower. A principal shader and load in the texture that was made from the image projection painting. It should work like a charm!
hint??
That's true! I should have posted the answer! Try zooming in, the first one is easier because I didn't mask it well enough, and the last one is the hardest because it was photo scanned so it looks really real 360. But zooming in you'll see small flaws in comparison.
@@bubblepins ok ans 1-right side 2-right side 3- left side
@@Heartless0RD I couldn't fool u! All correct!
@@bubblepins so where is my reward 🤣😂
just kidding 😊
Your explanation is very clear and to the point thanks for that! But one tip for you - you need to decrease the compression on your voice it produces annoying vines so that its hard to not get distracted from that(i know its 4 years old but i thought i say it tho 😂)
Thanks for the tip! I had this really cheap mic before, it didn't filter any noises for me and I had to shout on top of my lungs to get my voice recorded on it, but I've since upgraded to a fancier mic, hopefully this issues doesn't happen anymore, but u be the judge of that! Thanks for the comment again!
@@bubblepins yeah i guessed that 😅 it was no offense pls note that! I really enjoy your tutorials ☺️
@@3rdDim3nsn3D None taken! I appreciate the feedback actually. Thanks for watching!
Your voice is so nice and calming, in this world of craziness, stress and technical overload. You could do ASMR for shure 😄 Speaking of « AI », it’s funny to see how people are afraid of a rebranded Linear Algebra algorithms that work on hardware transistors, that recognize only 0 an 1. In comparison, a single human neuron, can « reproduce » what an entire small artificial neural network do. Sure it can find and reproduce patterns of the enormous amount of content it was fed in and hallucinate « new things » if what you ask for was not in the dataset. But, man, in it’s current state this thing is a looooong way before it can even dream to come close to human intelligence. Not even speaking of replacing it. (Why do we even need to replace human intelligence in the first place. For me it’s ridiculous.) It is faster, it have more references than us, a ton more knowledge in general, but it is still dumb enough to morph shapes, create ugly faces and 7 fingered hands. In Stable Diffusion we still need to use all sort of tweaks, like checkpoint models and control nets etc, to make trivial things work. Where AI is shining right now (and will be for long I think) is abstract art. We can iterate really crazy and out of this world ideas, really fast. But when it comes to making something very specific and art directed (like animation of products for example), it becomes a mess and pretty impossible to work with. From now, « AI » generated graphics will slowly become a new norm of creation for sure, but it will evolve gradually, not exponentially, because when you actually learn how all of these models work and how the algorithms are made in comparison to real human neurons, it becomes very clear, that it is not the « AI » everybody is selling in the newspapers and UA-cam shows. So for me, it will be another tool in the tool box. But like every tool, it has a cycle of life. For now it is in it’s infancy stage where just a pretty limited amount of its output can be production ready. For a clear example, you can find information about the creators that used Sora for their projects (displayed on the Open AI website). The ratio of generation /edit and actual used material was like 300:1 if I’m not mistaking. And it was just to do some fictional abstract art stories. Imagine what a mess it will be for a real client’s project 😅 Sure, if the budget is about 30 bucks and you just need some pretty videos or images, « AI »opens a tone of possibilities for this kind of projects. But if you have the budget and you need something very specific, a team of talented and creative artists won’t be replaced any time soon ! They can even use « AI » when needed and perfect it’s results, because they have the right skills ☝️
Also, forgot to mention. But, the 3D technology is fundamentally different from the 2D generated imagery produced by « AI ». Furthermore, new advances come to raytracing, so the possibilities will evolve in 3D imagery. It’s a grounded technology that is used more and more, so it is here to stay. Just try to imagine the resources needed to even try to reproduce a 3D game engine with AI generated imagery. This will be ridiculous and pretty useless.
Thanks for the very detailed comment! I agree, AI isn't close to replacing humans, but the change in the industry will pose a lot of problems for many to adapt and change. I like your idea of having AI as abstract art, I never thought of that! I think using pure AI for commercial projects isn't a good idea and will make the difference between what is ok work and human done work which will be great work in terms of quality. There were a lot of fancy exaggerated stories of AI when it first hit our eyeballs, but I guess that's where our human imagination goes! But I think change is something we should be aware of, because the industry changes and that's out of our control and as human we need to adapt, learn to use AI and learn the negatives of AI and we can excel in areas where AI lacks and remain in control. Thank u for commenting about my voice! a lot of people have mentioned ASMR, I guess I can tell bedtime stories and put people to sleep! I have a 2nd hobby of writing random stories, I guess I could start a podcast and read that to people! Thanks again for ur detailed comment! It was very insightful to read!
@@bubblepins You're right for sure about the change in the industry. But that's the times we are born in. The jobs now evolve very quickly, in some aspects, but others stay for long time pretty unchanged, so it's our mission to stay up to date with the latest and greatest workflows and know what's really changing and what's here to stay for a moment. Nice that you have some other hobbies! It's good to be able to iterate over them. There are times we face creative block, then we can do something else and go back when refreshed 👍
@@vladartiomav2473 Yeah I get that a lot, creative blocks, and when I get ideas, it seems like it flows too fast that I can't handle, so there's never a sweet spot. I hope I can animate my short stories into digital life. That was the goal of this whole journey, but it seems the more I improve the further I get. I think it's just a mindset thing of me. Thanks for the comment!
Hello bubble pins.. I've been flowing you from 3 years.. Please can you explain how to import vdbs from houdini to unreal engine.. While importing Im getting crash in unreal engine.. Thank you.. I'm not using houdini engine in unreal engine
You're dropping the VDB file directly into the UE's content browser. I believe the crash may be happening because the VDB or volume sim is too big! Try making it smaller for a test and see if that works so we can slowly eliminate the issue. I find that exporting VDB's from Houdini to UE is a little tricky, those VDB files get large really quickly. Even if you buy VDB sims on the UE marketplace, there is still a chance it crashes cuz the VDB is waaay too detailed. I hope that helps!
@@bubblepins Thank you.. Reduced the size it's working.. I made output also.. You're videos so good.. They helped me lot thank you so much again..
@@MrVenugopalgoud awesome, I'm hpapy its working!
how can we get more materials presets inside houdini?
There is an open source library of materials released from AMD and it works with Solaris and Karma. If you drop down a material linker node in Solaris (inside the lopnet) and click Catalog TAB and the click the gear icon and choose Open AMD Library, I believe it'll start a download going and you'll have access to the AMD library of materials that'll render in Karma. The only downside to these materials is that you cant change them in any way. You have to take it as is. Hope that helps!
@@bubblepins thanks
how can i get different colors in fur in render
Solaris converts all the geometry to USD naming convention so Cd gets converted to DisplayColor, you can access that with a geometry property node in the Karma Materials. Hope that helps!
@@bubblepins okay I will try
Thanks for the video.