Just published a new tutorial, a very short and easy one this time. :)
Talking here the importance of aerial perspective in environment creation and how to implement something similar in blender using some procedural tricks.
Hope this help !
Hi everyone !
Past month I tried to participate in a Houdini daily challenge, Mardini. Finally having some time to go through my scenes and reveal some of my modeling secrets to create procedural environments in no time.
Sharing the process of my contribution for today's #sidefx Mardini challenge : NATURE | STONE.
The video isn't narrated, running out of time unfortunately.
Maybe you could still find some interesting procedural tricks in there.. Overall it's the same spiel than all my other tutorials, just taking advantage of Voronoi fracture here to establish the foundation of my procedural setup.
Project files available for free, link in youtube description.
I will try to keep participating if I have time. Especially this week, the theme is Nature and I love it ! More information about the contest here :
Kinda missed Valentine's day but never too late to share some learning love <3
Demonstrating a lot of things we saw in past tutorials like terrain creation, blending megascan material, atmospheric lighting but also a bunch of new tricks.
If you bought my AL-Tools re-using those in this tutorial and featuring some upgrade coming soon. Hope this help !
Sharing here my workflow for Environment lighting and atmospheric effects within sidefx Houdini.
A bit of VEX to setup the fog VDB but nothing scary ;)
Using "Dreamland" for demonstration, a scene I developed last year which was based on a ride of an abandoned park in Japan. Using Redshift for rendering but can definitely use any engine to follow this principles. (Mantra, Renderman etc...)
Hope this can help :)
Hi Everyone, Here is a short bonus tutorial, production oriented. Originally a Patreon request about clarifying displacement.
I think this may as well benefit some people on my channel.
- Generate quick UVS within Zbrush
-Export 16bit/middle gray displace
-Export 32 bit exr displace
- Export normal maps
Also note that even if you don't use Zbrush to bake displacement and normal maps, the last half of the video can still be useful to understand displacement technics in general. In what situation should you use either 16 or 32bit ? Well it's your choice, we use both in production. I would say 32bit tends to be more accurate but also heavier so if you are limited in ressource and have a lot of those 32bits with multiple UDIMs, be careful with memory management.
By the way I am making a 30% off discount on most of my gumroad products until 4th of January : https://gumroad.com/adrienlambert Use promocode "AL2021" at checkout.
Happy Holidays !
Happy Monday !
Just released a course about tree workflow
This video that summarize the big steps of the tutorial :
A big part is dedicated to create a procedural wind system in Houdini (no dynamics / simulations), which I often find helpful to quickly bring some life in the model. No need of fancy workstation I did the demonstration with a gaming laptop. ;)
The full length video is available here at the symbolic price of 1$.
=> FULL COURSE
Hope this can give some insights.
You've been a lot to ask for beginner friendly tutorials about Houdini... I figured it's October, let's make pumpkins !
So in this "Pumpkin Hell" tutorial I am finally taking the time to talk more in detail about procedural modeling .. I usually try to explain my thoughts process as much as I can, but going slower and deeper this time so hopefully should help if you are still fairly new with Houdini procedural.
But don't get desperate if you can't totally grasp everything yet... there's a reason it's called "pumpkin hell" . A lot of information in one hour and I still picked a pretty challenging topic for beginner... So let me know if you have any questions I'll try to answer.
Carving pattern used for this tutorials can be downloaded on : https://www.designbolts.com/
Project files are available for my current official patreons on the discord server. https://www.patreon.com/adrienlambertvfx
IMPORTANT : if you are a new member you'll get only access to the rest of your pledges at the beginning of coming month (patreon policy). Just keeping video tutorials visible whatever the pledge in meantime.
In the next video we'll explore Solaris in houdini 18.5 to lookdev and create a stylized render for our pumpkin.
Hope this help !
Part4 of Action Sequence Design / Tutorial series focusing on Art directing the look of our sequence.
Now that we have our character moving, camera setup, set dressed, cape cloth simulation, it's time to finally focus on lighting. I am using Redshift for rendering, but note that I am explaining lighting Fundamentals as well so everything applies whatever engine you're using. (wink to Mantra, Renderman, Arnold, Vray, Octane...)
I am finding my hdr image on this website : https://hdrihaven.com/
Thanks to my patreon for the support !