Building a Flowmap Shader in Blender using Flowmap Data from Houdini

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  • Опубликовано: 29 янв 2025

Комментарии • 75

  • @RedShade_Studios
    @RedShade_Studios 3 года назад +41

    Small correction: the flow map painter addon is free, you can just pay them if you'd like to =]

    • @Entagma
      @Entagma  3 года назад +7

      Ah great. Thanx for the info. Do you have a link?

    • @ciso
      @ciso 3 года назад +10

      ​@@Entagma gumroad$com_clemensbeute#heZDT change the $ to . and the _ to / to make the link work.

    • @darcybrooker
      @darcybrooker 3 года назад

      If I made a flowmap for a scene, can I sell the scene with the shader used in flow map painter?

  • @raxlyy6416
    @raxlyy6416 3 года назад +49

    This channel is going to be a great Blender + Houdini community and I love it! ❤️

    • @digitalrage5
      @digitalrage5 3 года назад +9

      Blender+Houdini is a killer combo

    • @KevRyanCG
      @KevRyanCG 3 года назад +1

      Yeah, I'm very keen on getting attributes from Houdini on just points into the Geometry Nodes. Blender can do the instancing, but once it can get the pscale and orient in it'll be incredible.

    • @raxlyy6416
      @raxlyy6416 3 года назад

      @@KevRyanCG I just started learning Houdini I'm blown away by their GN. Blender has a long way to go. So by that time, getting some knowledge on Houdini workflow will be a great.

    • @raxlyy6416
      @raxlyy6416 3 года назад

      @@digitalrage5 deadly indeed!

  • @TheDanielConsole
    @TheDanielConsole 3 года назад +3

    you guys started doing blender videos literally at the same time that I decided to use blender + houdini as daily workflow. Thank you so much for this content!

  • @KonstantinMagnus
    @KonstantinMagnus 3 года назад +11

    In case you are wondering about integrating obstacles in your flowmap with Houdini:
    Use a heightfield with noise, put scattered rock models into 'heightfield project' and append a 'height field flow field'.
    Then create pixel maps using 'SOP import' in COPs, click 'set resolution' and 'set planes' and switch the channel view from 'height' to 'flowdir'.

    • @Entagma
      @Entagma  3 года назад

      Thanx for the tips!

    • @paulambrosiussen
      @paulambrosiussen 3 года назад +3

      You can also just use the Labs Flowmap Obstacle tool :) No need for complex jumping around.

  • @Maolo92
    @Maolo92 3 года назад +8

    Daaaaaaang love these blender tutorials!! Light years ahead of other tutorials out there

    • @bmbiz
      @bmbiz 3 года назад +1

      That's not really fair. There are plenty of Blender tutorials of comparable complexity. It's just that there are 40 beginner tutorials for each advanced one.

  • @RedShade_Studios
    @RedShade_Studios 3 года назад +6

    This is a wonderful tutorial by the way
    SUPER informative

  • @miu3239
    @miu3239 3 года назад +4

    MOAR. MOAR BLENDER TUTs. its insatiable. thanks for doing this,

  • @activemotionpictures
    @activemotionpictures 3 года назад +2

    Thank you so much for sharing this. Important Looking Pirates!! wooooww!
    also, to get the time marks, have this first without parenthesis (0:00 Intro)
    Geat content!

    • @Entagma
      @Entagma  3 года назад

      Ah thanx for the tip! Updated

  • @juliocargnin
    @juliocargnin 3 года назад

    It's very cool to watch a Houdini mind oriented experienced user to play with nodes in Blender. I'm loving the video and they are very insightful! Thanks for sharing your knowledge.

  • @solalflechelles1216
    @solalflechelles1216 3 года назад +2

    Awesome tutorial! Very useful whenever you're faced with the issue of looping an animation...

  • @danielliberty7559
    @danielliberty7559 Год назад

    Absolutely amazing video finally I understand flowmaps

  • @AshT8524
    @AshT8524 3 года назад +13

    I'm loving these blender tutorials from you guys, they are just next level stuff

  • @rbettsx
    @rbettsx 3 года назад +1

    If I ever made instructional videos, in any field, I would want to make them like this. Superb. Your experience in presentation is evident. You break down the maths to individual operations, where Blender / a 'refactor' could save you a few nodes here and there? But I think that just aids the clarity.
    BTW, you demonstrated some self-organising sand-dunes a while back, which kicked me into trying the feedback through the renderer in Blender.. an image sequence, using the rendered output image n as a texture to be used in frame n+1, which is then manipulated through the node tree and compositor before being rendered again as frame n+2. It's beginning to work very nicely for all sorts of growth, flow, diffusion. But only in 2D, atm.

  • @StarCitizenOne
    @StarCitizenOne 3 года назад

    Brilliant as usual. Thanks for more Blender stuff!

  • @martinrivera1686
    @martinrivera1686 3 года назад

    Wow Refik Anadol is your patreon! Awesome!

  • @afiredavey
    @afiredavey 3 года назад +4

    oh god ! thank youuu !!

  • @ttmayor
    @ttmayor 3 года назад

    Awesome! I love these

  • @DanielMeurer
    @DanielMeurer 3 года назад

    This is beautiful!

  • @krgr1449
    @krgr1449 3 года назад

    Thank You so much for Your work!

  • @Mus_2001
    @Mus_2001 3 года назад

    you are awesome, you saved us!

  • @sotomonte_
    @sotomonte_ 3 года назад

    instead of having a multiply node and then a substract node to change the range, you can use a math node set to multiply add, or you can use a map range node

  • @hugo54758
    @hugo54758 3 года назад

    Houdini is too daunting for me and I can't learn everything and I still don't master geo/shader nodes so I'm excited someone puts those tutorials out there, they are high quality. Thank you.

  • @ALSAHAFI13
    @ALSAHAFI13 Год назад

    This incredibly powerful! I'm curious though, is it possible to animate a character moving through the water and have the flow map respond to that accordingly?

  • @apofis3d
    @apofis3d 3 года назад +1

    Thanks! 👍

  • @vipergx
    @vipergx 3 года назад +1

    Alembic particles from Houdini to Blender please! Thanks for your videos.

  • @simoLP1
    @simoLP1 3 года назад +4

    The more i watch the more i want

  • @hadriscus
    @hadriscus 3 года назад

    Hey cool technique !

  • @beachmobjellies
    @beachmobjellies 3 года назад

    Was playing with this a while ago for procedural coastline shaders but I could not wrap my brain around how to loop it....duh...just blend two time offsets! thanks manuel! btw you can make a river or sea geometry, bake the AO of intersecting geometry and use this to drive the whole flow map. no houdini or manual labour, just a good shader (doing it in redshift) ;)

  • @rubykickkick2057
    @rubykickkick2057 3 года назад

    Hi, I was wondering that did you create another simulation for collision of stone for you video in the beginning? I am creating something similar, and this tutorial helps me a lot. THANK YOU!

    • @Entagma
      @Entagma  3 года назад

      Hi there. Nope, I just painted the flowmap in a way that worked.

    • @rubykickkick2057
      @rubykickkick2057 3 года назад

      @@Entagma Thank you for the trick!

    • @luciox2919
      @luciox2919 3 года назад

      u might want to substract the Position of the stone and might convert the Position's RGB to a Greyscale (Color Ramp or Math Node).. but it's way more complicated than that coz you would have to use a displacement node and multiply it with the Flow map nodes and probably by adding many other nodes... if you'd like to try somehow the Position algorithm is found in the Geometry Node (Input category)

  • @30Salt
    @30Salt 3 года назад

    Will the ping pong node work the same for the mix rgb node?

  • @FullMetalHeart_one
    @FullMetalHeart_one 3 года назад

    awesome tutorial, thanks! Can I use a smoke simulation to "paint" a flowmap? Or is there a way to extract a velocity render pass from the simulation itself?

    • @Entagma
      @Entagma  3 года назад

      Yes that’ll work!

  • @3dpolka
    @3dpolka Год назад

    Hello! great tutorial. I found a flow map painter to generate the maps. After setting up the blender shader , my textures move diagonally .. is this problem familiar? Thanks in advance

    • @3dpolka
      @3dpolka Год назад

      OK RESOLVED! i had to set the flow map to LINEAR

  • @brazwen
    @brazwen 3 года назад +3

    Can I do something similar with Cinema 4D and Houdini?

    • @Entagma
      @Entagma  3 года назад +3

      Probably yes, as C4D has node based shading, too, but I am not sure.

  • @JoacimSvedlund
    @JoacimSvedlund 3 года назад

    Lovley!

  • @ebounyone
    @ebounyone 3 года назад

    Hi nice tutorial as usual, is there a way to use those flowmaps for shading liquids directly in houdini & redshift? or it is another workflow? thanks in advance !

    • @Entagma
      @Entagma  3 года назад

      it should work in a similar way

  • @NicolasRouelle
    @NicolasRouelle 3 года назад

    Very nice, does it could be possible to make 3D flow map on volume shader, it could be cool for volume structures like wood so if you make a boolean of an object with 3D flowmap you can see the veines flow and have the tree sap animated, or animate voronoi noise volume shader?

  • @tarincamarena7488
    @tarincamarena7488 3 года назад

    Do you set it up in a similar way in Houdini if you want to render with mantra or is there a simpler way?

    • @Entagma
      @Entagma  3 года назад

      did not try it but I think it will be very similar

  • @hasanbasryand6880
    @hasanbasryand6880 3 года назад

    Hi. How do I export an animated texture to an unreal engine with FlowMap Painter?

  • @simoLP1
    @simoLP1 3 года назад

    I was wondering, is there any document/tutorial to truly understand this kind of operation?

    • @Entagma
      @Entagma  3 года назад +1

      Well I thought the tutorial would serve this purpose :-) For vector math basics I can recommend kahnacademy.org

  • @trevorsoh2130
    @trevorsoh2130 3 года назад

    Woah

  • @superjollygreengiant
    @superjollygreengiant 3 года назад

    Surely you should have set gamma to 1.0 when baking out the flowmap, you want linear values

    • @Entagma
      @Entagma  3 года назад +1

      true, thanx for the heads up

  • @mikaelpettersson5916
    @mikaelpettersson5916 3 года назад

    I thought the flow map look like some noise and Musgrave texture, so I tried that. looked great for 10 frames and then it turn to circles everywhere. So Houdini might be on to something.

  • @mzigaib
    @mzigaib 3 года назад

    Did anyone happen to use this flow map in Houdini in any way?
    Cool tut by the way!

  • @JoshWhelchel
    @JoshWhelchel 3 года назад

    Skip the "separate" and "combine" step by setting the multiply "Z" to 0 and subtract "Z" to 0.

  • @Atomic-toons00
    @Atomic-toons00 10 месяцев назад

    Mike tyson giving tutorial

  • @Salmonce
    @Salmonce 2 года назад

    tql

  • @MoeSilver22
    @MoeSilver22 3 года назад

    A very noob potentially stupid question, how does the final effect "look wise" different than using a displacement to create the ripples? Again, sorry for the very noob question.

    • @Entagma
      @Entagma  3 года назад

      Well, you can use the shader to drive a displacement for sure. The difference is that you see the displacement in the silhouette, which is not true for normals

  • @SlobboVideo
    @SlobboVideo 3 года назад +1

    Tried my best to replicate this in C4D & Redshift and I fail miserably XD

  • @DommageCollateral
    @DommageCollateral 3 года назад +2

    why vfx have to be so hard

  • @HamzaARTi
    @HamzaARTi 3 года назад

    i thought i can use shaders
    after this video i dont think so
    i have to really study them

  • @mirohorvath
    @mirohorvath 3 года назад

    Hi Entagma, nice video... by a coincidence I'm working on something similar right now, but using mantaflow to generate flowmaps here's a little teaser ruclips.net/video/lsT0p7T_2gc/видео.html
    I'm wondering, is there a specific reason why you use sRGB color space for flowmap instead of Non-color?

    • @Entagma
      @Entagma  3 года назад +3

      yes, because my dumb mind just forgot about it :-) It should be linear of course.