3D USD Masterclass: Scene Assembly and Rendering

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  • Опубликовано: 22 янв 2025

Комментарии • 79

  • @miroslavpivonka5558
    @miroslavpivonka5558 Год назад +4

    Díky!

    • @NineBetween
      @NineBetween  Год назад

      Thank you for the support! ❤️

  • @vthai29
    @vthai29 10 месяцев назад +7

    Almost all my problems are solved by this video. Thank you teacher!

  • @anthonyvfx
    @anthonyvfx Год назад +2

    Is anyone else soooothed by this persons voice? I watch him and feel like everythings gonna be alright. So good at teaching. Very clear.

  • @audiodrocher
    @audiodrocher 3 месяца назад +5

    I think this is one of the best Solaris tutorials out there. Please accept the sincerest gratitude, this was really helpful and informative

  • @atefezare5623
    @atefezare5623 7 месяцев назад +2

    I had seen your videos on sideFX's channel, nice to put a face to the voice!

  • @autentikum
    @autentikum 2 месяца назад

    I watched other Solaris tutorials, but was running from it for past year, now I actually understand why to use it. Thank you for bringing this tutorial to us, definitely is the best Solaris tut out there! Cheers!

  • @hemanthsaji845
    @hemanthsaji845 8 месяцев назад +4

    Adding Timestamp for my own future reference. I might update this later.
    1:51:55 - primvars (uv,cd,N,P,v)

  • @fastlearner292
    @fastlearner292 Год назад +3

    GAWD DAMN, haven't watched the full video but I know is gonna be amazing. I was just starting to want to learn more about USD too and lo and behold this gets uploaded haha. Can't wait to watch it!

  • @Ryu_Hayabusa
    @Ryu_Hayabusa Год назад +6

    One of the best channels on youtube. Thank you!

  • @jluisroga
    @jluisroga 2 месяца назад +2

    Superb!

  • @karlisstigis
    @karlisstigis Год назад +2

    This is super useful info, thank you!

  • @karimoh3154
    @karimoh3154 9 месяцев назад +5

    The person who decided to rename UVs to ST is just crazy :D
    Thanks for sharing your knowledge! An other great tutorial 🙏

    • @pinkmoon5332
      @pinkmoon5332 4 месяца назад

      uv's and st's are very similar. It's not a rename. uv's are texture coordinates, and st's are (parametric) surface coordinates. essentially the same when it comes to simple primitives.

    • @karimoh3154
      @karimoh3154 4 месяца назад

      @@pinkmoon5332 cool, i did not know that. thanks!

  • @HapZungLam
    @HapZungLam Год назад +1

    I've watch multiple Solaris tutorials. This one is by far better and easier to follow. And with materialx explained all in one~ Is this my birthday?

  • @bananaboy1100
    @bananaboy1100 Год назад +2

    Yes! In a world where documentation on USD / Karma in Houdini is so sparse, thanks for this in - depth look! I'll take all the info I can get.

  • @oleit3
    @oleit3 Год назад +2

    Tysm for sharing your workflow, Moeen!! Always learning something new from your Solaris videos, much appreciated

  • @MaxCrow
    @MaxCrow Год назад +6

    This is great and well worth it! This master class really clicked with me, I think I will be returning to it alot as my go to karma tutorial as its full of tips and helpful tricks. I think I can accept Karma (and USD) into my life now that I feel way less confused. Anyway, this is really awesome, a great piece of education, comprehensive and pretty much perfect. Great job , it's greatly appreciated and thank you.

  • @moviesgamer6574
    @moviesgamer6574 10 месяцев назад

    1st time got here , got to tell best explanation i ever heard

  • @RP89
    @RP89 Год назад +1

    Thankyou So Much for Giving Master Class You Explained Very Well I just Want You Keep Creating Tutorials For Us❤ I started My Houdini Journey With your Lectures And Tutorials I am So Glad That You are Creating More Tutorials. By the Way Love From India❤

  • @maximpavlov7415
    @maximpavlov7415 Год назад +2

    Wow! Cool!👍

  • @kopfgestaltung
    @kopfgestaltung Год назад +1

    Thanks for this! Looking forward to dive deeper into Solaris now :)

  • @Voodoo-b4f
    @Voodoo-b4f Год назад +1

    Great job guys, really!!! Thanks a lot

  • @qika4463
    @qika4463 7 месяцев назад +1

    Thank you so much for this masterclass! I would like to ask how to open Snap window. I cannot find it . Thank you!

  • @KevRyanCG
    @KevRyanCG Год назад

    AHA! Thank you, I was having such trouble getting information that made sense on how to get packed primitives that I created in a Sop Create, to instance correctly on my points! You are a life-saver!
    Though I realise by skimming this video for the information I needed that I actually know nothing about Solaris or USDs, I'll have to come back :D

    • @NineBetween
      @NineBetween  Год назад +2

      Awesome, I'm glad that you found it helpful!
      The funny thing is, I often come back to my own tutorials for reference, and this one is one of those, lol.

  • @ramirotell
    @ramirotell Год назад +1

    This is amazing, thanks for sharing!

  • @qaisarkhan7740
    @qaisarkhan7740 11 месяцев назад +2

    One of the best Houdini Teacher, Love his Voice ❤.

  • @philippwelsing9108
    @philippwelsing9108 Год назад

    So good, incredibly well explained and useful. Thank you so much! Also love the fader mode of the Light Linker, especially for ArchViz and controlling grouped lights.

  • @AsirisC
    @AsirisC Год назад

    Thank you so much. This is the first time someone explained the essence of USD in a really clear way without too much technical jargon. I now understand it much better and the purpose of USD.

  • @lelkaitis
    @lelkaitis Год назад +1

    Thank you for your efforts! Very useful and clear.

  • @VirtualWizards7
    @VirtualWizards7 Год назад +1

    your videos really help me to learn Houdini beginner to intermediate level. please make video on best way to create portfolio.

  • @syntaxandRender
    @syntaxandRender Год назад +3

    dude this is sooo good 😍 such clear explanation with examples love it❣

    • @Vishnu.s_Official
      @Vishnu.s_Official Год назад

      how to use geo node camera inside solaris in houdini?

  • @prraneth-skyop1374
    @prraneth-skyop1374 Год назад +2

    Thanks a lot brother > keep it up 💌

  • @ocdvfx
    @ocdvfx 11 месяцев назад

    This video helped me soooooo much, thank you king! I appreciate you

  • @sqworkshop
    @sqworkshop Год назад +2

    How to create and use mtx Volume material in the new Houdini 20?
    They changed everything a little and now it’s impossible to create outside the container
    And In hip files of your examples, rendering smoke does not work in XPU mode

  • @calciolari147
    @calciolari147 Год назад +1

    thanks

  • @KarelChytilArt
    @KarelChytilArt Год назад +1

    Perfect

  • @paoloricaldone6273
    @paoloricaldone6273 Год назад +1

    thanks!!

  • @monocore
    @monocore Год назад +1

    I havent touched solaris yet, but what I can see is that matx is really similar to the arnold standard shader isnt it

  • @abdullaharshak.n7870
    @abdullaharshak.n7870 10 дней назад

    Everything works fine if I apply non uv based textures with instancer in solarisis. But the problem comes when the mesh has proper uv. I have a bee model which have proper udims tiles and textures. The texture looks fine before it got instanced. If I used instancer node in solaris. The texture goes black. After that a while I figure it out that the model uv disappeared or stretched after It passes through instancer node. Is there any solution to fix that.?

  • @HapZungLam
    @HapZungLam Год назад

    question for USD export component builder section: Assuming we have a very complex asset variant that has multiple materials. The lookdev artist has set it all up in the assign material node. Then now it is ready to export the asset with the component builder. I assume the artist can copy and paste the material library over but what about the material assigns. Does he need to redo all of the material assigns to the component material node? or there has a portable way?

  • @karimoh3154
    @karimoh3154 9 месяцев назад

    Is it just me or are the volume shaders not working with XPU? H20

  • @maschinelab8598
    @maschinelab8598 Год назад +1

    Hi! Great teacher, great tutorial! I have a question thou. In the Component Builder chapter, when building our component builder for the gummy, the geo appears as a Scope primitive. Why it is not a Xform primitive? If I understood you correctly, geo is normaly Xform. Thank you

    • @NineBetween
      @NineBetween  Год назад +2

      Hey! Good question. In this case, the geo is held in an xform because we won't move it directly. However, if you look at the component itself (the /ASSET primitive), it is an xform. As far as I can tell, this is because when moving the primitive, you would move the complete asset, and not what's inside of it. I may be wrong, but that's how I understand it. I hope that helps👌

    • @maschinelab8598
      @maschinelab8598 Год назад +1

      @@NineBetween ok. I get it. It is a complicated concept to grasp for a newbie like myself. Thanx again! Keep up the good work! Cheers

    • @NineBetween
      @NineBetween  Год назад

      No problem! I'd suggest not focusing on it too much. It's good to have a broad idea of what these things mean, but it isn't necessary to understand them perfectly.

  • @Mati_Motion
    @Mati_Motion Год назад

    Cool, My question is what if I get file with LOP import camera, but need to render this in redshift inside houdini, I cant create DOF, if its a way to convert LOP import camera with animation to classic camera node to control redshift DOF ?

  • @kubolor1234
    @kubolor1234 Год назад +4

    L E G E N D

  • @carlosrivadulla8903
    @carlosrivadulla8903 Год назад +1

    First of all, thank you for the excellent presentation. I have one question, sir: Is there any difference between Karma Volume VOP and MtlX Volume VOP?

    • @NineBetween
      @NineBetween  Год назад +2

      No problem! As far as I know, the Karma Volume VOP generates a VDF and EDF MTLX shader inside of it (much like in this tutorial). Either one works 👍

  • @HapZungLam
    @HapZungLam Год назад

    Is it preferable to setup solaris in /stage? or in /obj with the lopnetwork node.

    • @NineBetween
      @NineBetween  Год назад +2

      Either is perfectly fine. It depends on how your scene is set up. If you'd like multiple stages, then the lopnet node will allow individual setups to be made. Hope that helps!

    • @HapZungLam
      @HapZungLam Год назад +1

      @@NineBetween Thanks a lot :D

  • @rickvdvulkaan
    @rickvdvulkaan Год назад +2

    Awesome stuff! I haven't been able to test this so far, but does this USD workflow in combination with materialX mean that if we set up our scenes correctly, we can have a seamless way to unreal for rendering? I heard Unreal did support materialx in some way.
    I started learning houdini like a year and a half ago. The most confusing part for me was "deciding" if i would go straight for LOPS instead of OBJ when starting something, as i wanted to use karma anyway. it felt like it didn't make sense, why these 2 completely overlapping workflows? But it slowly became a little more clear what the big power is of solaris. especially this video helps with that! But that still keeps me wondering if the OBJ level is getting more and more redundant and maybe even phased out/merged over time.
    anyway, the thing i really don't like about your video's is when they end, and i have to wait for the next one :) keep it up!

    • @SuperMyckie
      @SuperMyckie Год назад

      Obj is not getting redundant.. it is the core of 3D...

    • @michaelybecker
      @michaelybecker Год назад

      Unreal currently supports the core MatX standard surface shader.

  • @ahmednasr93
    @ahmednasr93 Год назад

    what if it was the other way around
    like someone sent me a USD scene containing multiple objects then I want to extract it to normal sops to work on it?
    how can I do this?

    • @NineBetween
      @NineBetween  Год назад +2

      Hey! There's a USD import node at the SOP level, which imports a USD file and brings in a selected primitive. Alternatively, you can bring a USD file into LOPs and then use the LOP import node at the SOP level to bring that in.

    • @ahmednasr93
      @ahmednasr93 Год назад

      @@NineBetween thank you this will help.
      but this way I think FBX is better option for bigger scenes with maybe 100 different objects that needs sim maybe.
      when I import the FBX it will split and arrange the objects into its own geo/sop without having to extract every object in the file manually by hand, right?

  • @alexeyafanasyev7375
    @alexeyafanasyev7375 Год назад +1

    Thanks a lot for this! Best tutorial on USD I've found so far. Do you think it's possible to render out single variants using their variant name as output file name (such as gumdrop.png, smarties.png etc.)?

  • @1Bag99Rom1
    @1Bag99Rom1 Год назад +1

    Very useful! LIke, subscription!)

  • @prraneth-skyop1374
    @prraneth-skyop1374 Год назад +1

    Brother can make anything like massive water Fulid stimulation how to use water body flud..😊

    • @NineBetween
      @NineBetween  Год назад +3

      Hey! I don't think we'll be making a massive fluid sim tutorial any time soon, but there are a lot of great tutorials out there already. We will be covering FLIP soon and explaining how it works, we'll touch on ocean simulations as well.

    • @prraneth-skyop1374
      @prraneth-skyop1374 Год назад

      bro you are best i can unreal eassly and i rewatch our videos again again to speed up my traininig process .
      I did't seen any tutorials on massive scale .they are but paid and not understandble .
      question 2;- did we have to create sperate sperate elements and to create massive vfx or all at a time ?
      thanks you brother for your reply @@NineBetween

    • @NineBetween
      @NineBetween  Год назад

      @@prraneth-skyop1374 Thanks for the great comment!
      When we create massive simulations, they are usually broken up into smaller simulations. For example, if you are creating a shot of a spaceship landing in the ocean, you only simulate the area around the impact. The rest of it is just a grid with an ocean spectrum for displacement. Then you add all of the secondary simulations such as white water, splashes and mist. Also, many large simulations are either wedged (many smaller simulations put together) or distributed (a big simulation which is cut into separate parts for simulating).
      I hope that helps! I'll try to create an Ocean series in the future.

  • @meme_tunnel
    @meme_tunnel Год назад

    Bro can u also cover how install moonray renderer for houdini. As it is free and absolutely amazing.. Please🙏

  • @JohanBallesteros
    @JohanBallesteros 10 месяцев назад

    This tutorial looks very good, I only have one question, is it a good idea to do this tutorial instead of Karma "a beautiful game", what do you think? :)

  • @rpgamer8917
    @rpgamer8917 Год назад

    Where is Link I am searching xd please provide

    • @NineBetween
      @NineBetween  Год назад +1

      Hey, it's in the description, right at the top 😁

  • @DarkW1zard
    @DarkW1zard 10 месяцев назад

    Включи пожалуйста возможность, людям переводить и добавлять субтитры на своём языке.

  • @sqworkshop
    @sqworkshop Год назад

    It turns out to be very stupid and pointless to create one asset with several variations of materials and geometries. Since in the layout node you cannot conveniently switch between variations. But you have to search in graph like a fool, right-click, and select the geometry and material. Couldn't it have been made more convenient?

    • @NineBetween
      @NineBetween  Год назад +1

      That would be true if the Layout Node was the only node that uses variants. If you're manually importing your assets, you can choose from a variety of pre-made variations of that asset. That alone is powerful, but combine that with things like the instancer, and you can get a lot out of variants

  • @Blank-eb3ew
    @Blank-eb3ew Год назад +3

    Please stop waving the mouse cursor all over . Other wise great tutorial :)

    • @agentduke2
      @agentduke2 2 месяца назад +2

      @Blank-eb3ew When is he waving the mouse cursor all over that’s supposedly so distracting? He seems to only be moving the cursor around when he’s trying to draw our attention to some thing - Sort of like a laser pointer. But YT especially requires different skills than one would in person.
      Being a visual learner, I feel his mouse gestures help direct me such that I don’t know what you’re referring to exactly.
      Forgive me if I’m the only one who feels this way… But almost every other Houdini channel I’ve watched “tabs through” the UI so rapidly, it feels like they’re trying to show off (their capabilities) more than they’re trying to teach. I would argue that any extraneous mouse movement is part of his pacing, which feels perfect for me.
      There are some really smart people out there who understand Houdini better than I likely ever will…but having such skills is entirely different than being able to teach.

  • @bramcardondbd
    @bramcardondbd 10 месяцев назад

    The cake_base.usd is empty in my Houdini (20.0.547).
    A fresh download didn't do the trick. The rest is loading fine!

  • @michaelthomas1148
    @michaelthomas1148 Год назад

    Love this. clear and concise explanations throughout. Why do I get a console error every time that I try to paint instances?
    brushpanel.py:1047 AssetWorkingSetPanel.onEventCallback layout1 {'event_type': nodeEventType.SelectionChanged, 'layout_node': }