最佳HOUDINI渲染器-材质工作流程BEST HOUDINI RENDERING ENGINE – Shading Workflow Equivalence

最佳HOUDINI渲染器-材质工作流程BEST HOUDINI RENDERING ENGINE – Shading Workflow Equivalence

Hi ! This video is going to be a bit different than usual. See that rather as a documentation that can help you move from one engine to an other, or simply get the shading fundamentals of the engine render of your choice.

Video plan :

02:20 : Material Builder / base Shader – Mantra / Renderman / Vray / Redshift

04:40 : Geometry Parameters – Mantra / Renderman / Vray / Redshift

06:07 : Displacement workflow / Mantra-Karma
07:26 : Displacement workflow / Renderman
09:09 : Displacement workflow / Vray
10:54 : Displacement workflow / Redshift

12:46 : Textures with UDIM / Mantra – Karma
13:30 : Textures with UDIM / Renderman
14:21 : Textures with UDIM / Vray
15:15 : Textures with UDIM / Redshift

15:45 : Correcting & Mixing Textures / Mantra – Karma
17:42 : Correcting & Mixing Textures / Renderman
19:26 : Correcting & Mixing Textures / Vray
23:40 : Correcting & Mixing Textures / Redshift

25:16 : Layer Shaders with Attributes / attribute setup
25:42 : Layer Shaders with Attributes / Mantra – Karma
29:36 : Layer Shaders with Attributes / Renderman
31:59 : Layer Shaders with Attributes / Vray
34:53 : Layer Shaders with Attributes / Redshift

The main reason of this tutorial is a lot of you asked me what would be the equivalent workflow to achieve my previous tutorial about Megascan shading using something else than Redshift.
https://youtu.be/5QeCKNnso0A

So I figured I had to do something so you can at least translate some workflow I am showing into the engine of your choice.

Just to be clear I’m not here to argue which one is best… I couldn’t care less about that, nowadays everything is able to achieve photo-realistic results. Now your choice may depends on on your taste, pipeline but also your hardware.
In my case I have been using a gaming laptop for my personal projects and tutorials … so a GPU engine like Redshift was the best fitting my needs.
So today I’m going to focus on a tight selection :

– Mantra/karma which is integrated by default within Houdini. So there is a high chance you may use those at some point. Karma supports USD which is great to work within Solaris. And Mantra can render your Obj context for free.

– Pixar’s renderman which is a pretty powerful combo with Houdini since it handles USD and Solaris. Also side note, you can use renderman for free for non-commercial project. So no excuse to try this out. https://renderman.pixar.com/

– Redshift : one of the promising GPU engine on the market. Personal favourite because very straightforward and powerful.
https://www.redshift3d.com/

– VRAY : Extensively used in the VFX Industry. And is now compatible with Houdini. Chaosgroup offers 30 day for free, I invite you to check this out if you’re interested
https://www.chaosgroup.com/

We won’t talk here about octane, arnold or 3delight. But there are also very solid renderer and very well integrated with Houdini ! Maybe we’ll see that next time.

Social Medias :

gumroad.com/adrienlambert
adrienlambert.artstation.com
facebook.com/adrienlambertvfx/
vimeo.com/adrienlambert
insta @adrienlambertvfx
谷歌翻译:
嗨!该视频将与平时有所不同。而是将其作为文档,可以帮助您从一个引擎转移到另一个引擎,或者只是获得您选择的引擎渲染基础知识。

影片计划:

02:20:材质生成器/基础着色器-咒语/渲染器/ Vray / Redshift

04:40:几何参数-咒语/渲染器/ Vray /红移

06:07:置换工作流程/ Mantra-Karma
07:26:置换工作流程/ Renderman
09:09:置换工作流程/ Vray
10:54:置换工作流程/ Redshift

12:46:UDIM / Mantra贴图-Karma
13:30:使用UDIM / Renderman进行纹理处理
14:21:使用UDIM / Vray进行纹理处理
15:15:带有UDIM / Redshift的纹理

15:45:校正和混合纹理/咒语-业力
17:42:校正和混合纹理/渲染器
19:26:校正和混合纹理/ Vray
23:40:校正和混合纹理/红移

25:16:具有属性/属性设置的图层着色器
25:42:具有属性/咒语的图层着色器-Karma
29:36:具有属性的图层着色器/ Renderman
31:59:具有属性/ Vray的图层着色器
34:53:具有属性的图层着色器/ Redshift

本教程的主要原因是很多人问我,使用Redshift以外的方法来实现我以前的Megascan着色教程的等效工作流程是什么?
https://youtu.be/5QeCKNnso0A

因此,我认为我必须做一些事情,以便您至少可以将我正在显示的某些工作流程转换为您选择的引擎。

为了清楚起见,我并不是在这里争论哪一个是最好的。。。我对此并不在乎,如今,一切都可以实现照片般逼真的结果。现在,您的选择可能取决于您的喜好,流水线,还取决于您的硬件。
就我而言,我一直在为个人项目和教程使用游戏笔记本电脑……因此,像Redshift这样的GPU引擎最适合我的需求。
因此,今天我将重点介绍一个紧缩的选择:

-咒语/业力默认情况下集成在Houdini中。因此,您很有可能会在某些时候使用它们。 Karma支持USD,这在Solaris中非常有用。 Mantra可以免费渲染您的Obj上下文。

– Pixar’s renderman which is a pretty powerful combo with Houdini since it handles USD and Solaris. Also side note, you can use renderman for free for non-commercial project. So no excuse to try this out. https://renderman.pixar.com/

-Redshift:市场上有前途的GPU引擎之一。个人最爱,因为非常直接和强大。
https://www.redshift3d.com/

-VRAY:在VFX行业中广泛使用。并且现在与Houdini兼容。 Chaosgroup免费提供30天,如果您有兴趣,我邀请您查看
https://www.chaosgroup.com/

我们在这里不会谈论辛烷,阿诺德或3delight。但是也有非常坚固的渲染器,并且与Houdini很好地集成在一起!也许下次再见。

社交媒体:

gumroad.com/adrienlambert
adrienlambert.artstation.com
facebook.com/adrienlambertvfx/
vimeo.com/adrienlambert
敦促@adrienlambertvfx

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