TUTORIAL - HOUDINI - REDSHIFT - VELLUM CARPET - PART VI - TEARING AND RENDERING

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in this part i'm going to work on aesthetics and uh rendering material etc okay so i'm going to create a grid dive inside i'm going to change the primitive type to nurbs and just zoom out and press s and 1 nope it's not press sn1 no not again press s and select that oh that's two actually sorry okay and i'm gonna select these points in that corner and press t and pull it out now if i go back to the camera i can see that all right so maybe it's not enough i don't know let me just check yeah it's not enough so then go back into grid and ghost other objects press return maybe extend this side here um yeah like that and i'm going to push this out there you go all right that looks pretty good and i'm going to put in a convert node because redshift cannot render nerves so you need to convert it back to polygons that's my understanding anyway okay and i'm also going to extend this side because that's not good all right there you go that looks good and now i'm going to go into material i'm going to create an rs material i'll call this grid and this is one of my favorite presets for anytime there is a preset here i can just drop down and choose lead that is really my favorite because it's it's very rich anyway right i'm gonna go to material and place it in there okay there you go that's done the lighting's lighting is already set up so we don't need to do anything about that okay and i'm gonna now create another rs material i'm going to call this carpet i'm going to choose the preset paper for this and what i'm going to do um all right this one um i'm just going to assign that here okay yes i know it's paper preset but it's going to work out fine i'm also going to create a redshift node by clicking the shelf tool here so if i go into out network you've got that right there and i want to pull this and put it there and this linked rop is if you were to go to render view and let me just do the render and you can select this okay that's what that is for or actually no i'm wrong so linked rop i think is for you to render whatever your selection is here it will be picked up by the renderer okay if i'm right okay let's move on what is it throwing render camera node not found okay default added oh that's bad i want to delete this cam one it's actually cam one here because um there was a copy and paste earlier that's why it was set to cam 4 so i've changed it to cam 1 now that should work so let's look at the renderer okay all right that looks uh pretty good but our carpet is not there so you're gonna have to work something to get that in and that is if you go select the vellum screen go to redshift obj select particles render object as particles and you need to check that if you don't do that then it won't work okay so let's do another render there you go there it is but it's not coming up with the fur texture that we want okay so let's work on that let's go back to material i'm going to pull this down i'm going to bring in an rs point attribute change the attribute name to cd with a capital c and connect the out color to diffuse color there you go you got to refresh it if not it won't work but yeah there you go it's right there so i'm just going to set up a temporary camera for now just to see how it looks call that cam two i'll change um not there okay render view and i'll change it here to camto there you go that looks uh pretty sweet i think all right great so i'm going to delete it go back to cam one the next step is to set up the redshift rop so um first of all i want to go into ipr uncheck ipr progressive rendering and then go to redshift system and change the bucket size to 256 because uh 256 will be will render faster so let's move on to redshift again so i'm going to go to global illumination set the primary and secondary to brute force motion blur enable motion blur deformation blur and particles blur but for that to work you need to enable it here if you're going to render under sampling enable velocity blur and it'll be the same for well greg doesn't move really so i'm not going to enable it for the grid and i'm not going to bring in the sphere if you want to bring in the sphere then all you have to do is copy this across and delete the other one except for the sphere okay so you've got the sphere here and then you can use a null and say out sphere and create another geometry and call this sphere render i guess obviously you can bring that in by using object merge okay well i'm doing it right now so yeah i guess why not okay go back into material i'm going to create another material rs material let me call this sphere and i will choose iron for this i don't know i like metals so right sphere is assigned there and under sampling i do want to enable velocity blur for this because it moves and if you want to get rid of this pattern here maybe you can enable tessellation but i think you do have to put in a normal or something okay it doesn't work it's outside of the scope of this tutorial okay so i'm just gonna leave it uh but it's there anyway so that's good what i'm going to do is i'm going to go ahead and do a high resolution sim let me just get rid of this pink here okay control click on the geo here that'll disappear okay that's just a flag to render so if you choose if you leave that and if you want to render this grain source no matter where your blue display flag is it'll always render the pink one okay so i just wanted to get rid of that anyway so i don't know what i was going to say but i'm going to do yes so i'm going to go ahead and change the grain size to 0.02 i've already simmed it so i may actually bring that sim or i can try and run this in for a little bit and see if that matches and then once i'm satisfied it matches i'll bring in the original sim i have already completed okay i'll see you shortly okay so i've done the sim up to 24 frames as you can see it's a heavy sim so it can only cache about two to three frames at a time i have disabled the sim and i brought in the original simulation file in here and i put in a switch note to show you the comparison between the two currently it's coming in with the current tutorial simulation now if i switch this to zero there you go that's the difference and it's not much really um and in fact this tutorial sim looks much better okay all right so i just wanted to show you that so the next thing i want to do is i want to just jump back to one i want to capture a couple of things okay so i mentioned earlier that inside a grain source i think it's inside grain source not sure but we'll check yes this one this edge length scale okay so i'm gonna enable this for now and if i now reduce the edge length scale to let's say 0.1 you'll see that's how it looks and the thickness of the carpet really comes from here and you don't want to go too much with that or too less with that either so one looked really good for me so hence i used one all right so that's that one and also i wanted to show the tearing effect okay so i'm just gonna go back in the grain source one more time and i'm going to bring this down to 0.06 so that i can just show you the same for you and then finally we will use where is that we'll use the current tutorial sim to render the output okay i will sum it and then i'll come back but so in here if i go into grain source um yeah it is crane source sorry so if i go into the primitive wrangle which where which is where we define the attraction weight if i drop this down to let's say one and if i run the sim now you'll see what happens okay i just ran about 29 frames of sim i'm going to disable this grid because it's hard to see so and if i run this now you can see that's tearing already okay and the attraction weight is just too low so i'm going to pull this up to 10 and i'm going to re send this and i'll come back okay i send it around about 35 frames and i'll run it now for you you see how it's staring that's pretty cool right now there you go right so now you i changed it to 100 because 10 won't cut it okay um not only here you can play with this but also inside of the attraction weight where you put in a fit range if you change this to zero you will see things work differently so it's completely up to you you can play around with these values and see what fits you best and also you can play around with this so i'm just going to revert this back to 200 and i'm going to do a a final um high quality ascent and then i'll come back to you okay in fact because the fact is that this the difference between the two or not much i'm just gonna render my existing sim okay because this is going to take it took around about 40 to 40 minutes to one hour for me to send this 120 frames so i'm not going to waste any more time i'm just going to show you the render let's just do a a couple of frames of render and then i'll show you the final output okay i hope that's okay right let's switch to camera one and move to frame 24 all right and let's click on render oh i have to enable grid there you go there you go it looks uh pretty sweet doesn't it perfect so that's the end of the tutorial so i hope you liked it and you learned something if there were things wrong here please let me know i'll correct it and for the next tutorial or for my my learning myself so i appreciate you watching this video and i appreciate you guys supporting me thank you very much and have a great day
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Channel: Resilient Picture Company
Views: 1,923
Rating: undefined out of 5
Keywords: houdini tutorial, sidefx, houdini, houdini redshift, houdini redshift tutorial, redshift tutorial, houdini vellum, houdini vellum tutorial, houdini vellum grains, houdini vellum grains tutorial, houdini tearing, houdini vellum tearing, houdini towel, houdini carpet, davinci, houdini cloth
Id: rOhvi1G9FdQ
Channel Id: undefined
Length: 15min 52sec (952 seconds)
Published: Mon Sep 14 2020
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