Solaris制作森林场景Sidefx Solaris Houdini

Solaris制作森林场景Sidefx Solaris Houdini

Sidefx Solaris Houdini _ Part 1 – USD and Solaris introduction

This is the first part of a tutorial series about Universal Scene Description and Houdini Solaris.

Trying here first to introduce some of the USD lingo and see how Houdini/Solaris is using its nodal approach to wrap the USD concepts arounds a category of nodes called “lops”.

I usually prefer going through practical exercises than this sort of theoretical demonstration, but USD isn’t the most straightforward thing to pickup and we we need to build up the knowledge from the ground up ! So let’s get started with that =D

Mentioned documentation :
PIXAR GLOSSARY : https://graphics.pixar.com/usd/release/glossary.html
SIDEFX GLOSSARY : https://www.sidefx.com/docs/houdini/solaris/glossary.html

00:00 – Introduction
01:30 – Solaris & UI
02:35 – Primitives concept
04:57 – Reference vs Sublayer
11:00 – Purpose concept
13:52 – Merging Primitives
16:21 – SOP import
19:35 – Variants concept
24:40 – “Kind” defining roles
28:43 – Materials
32:49 – Layers concept and Export
40:07 – Loading saved USD
41:32 – Conclusion & Coming Next

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VIDEO SOURCE :

INGENUITY COWBOY BEBOP:
https://www.youtube.com/watch?v=peZeWKf89LE

Five Things to Know About USD | NVIDIA Omniverse Tutorials
https://www.youtube.com/watch?v=vFxytzQlOEs&t=158s

What Makes USD Unique in NVIDIA Omniverse
https://www.youtube.com/watch?v=o2x-30-PTkw

Worldbuilding with USD at Ingenuity Studios | Grant Miller https://www.youtube.com/watch?v=cvuYfOaKYGY&t=1392s
谷歌翻译:
这是有关通用场景描述和 Houdini Solaris 的教程系列的第一部分。

首先在这里尝试介绍一些美元术语,并了解 Houdini/Solaris 如何使用其节点方法将美元概念包装在称为“lops”的节点类别周围。

我通常更喜欢通过实践练习而不是这种理论演示,但美元并不是最直接的东西,我们需要从头开始积累知识!所以让我们开始吧 u003dD

提到的文档:
皮克斯词汇表:https://graphics.pixar.com/usd/release/glossary.html
SIDEFX 词汇表:https://www.sidefx.com/docs/houdini/solaris/glossary.html

00:00 – 介绍
01:30 – Solaris 和用户界面
02:35 – 基元概念
04:57 – 参考与子层
11:00 – 目的概念
13:52 – 合并基元
16:21 – SOP 导入
19:35 – 变体概念
24:40 – “善良”定义角色
28:43 – 材料
32:49 – 图层概念和导出
40:07 – 加载保存的美元
41:32 – 结论和接下来

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视频来源:

INGENUITY COWBOY BEBOP:
https://www.youtube.com/watch?vu003dpeZeWKf89LE

关于美元的五件事 | NVIDIA Omniverse 教程
https://www.youtube.com/watch?vu003dvFxytzQlOEs&tu003d158s

是什么让美元在 NVIDIA Omniverse 中独树一帜
https://www.youtube.com/watch?vu003do2x-30-PTkw

Ingenuity Studios 用美元打造世界|格兰特·米勒 https://www.youtube.com/watch?vu003dcvuYfOaKYGY&tu003d1392s

 
 
 

Sidefx Solaris Houdini _ Part 2 – Megascan Assets to USD

This is the second part of a tutorial series about Universal Scene Description and Houdini Solaris.

Now that we have gone through the basic principles of Solaris, time to see how we can assetize some Megascan Surface and Plants into USD.
Working out here a setup that you can reuse as much as you want to make your life much easier.

This video is sponsored by myself, mentioning in this video some ways to speed up your workflows by leveraging python scripting… And I’m currently working on Course for that with my Gumroad store !
One hour of free content in the first part if you wish to give it a try :
https://adrienlambert.gumroad.com/l/pythfx

00:00 – Introduction
00:37 – Quixel Bridge Plugin
02:09 – Assetizing with QBridge Plugin
08:04 – QBridge Structure limitation
08:38 – Assetizing with Component Builder
14:13 – VEX Shader vs MaterialX
15:09 – Self Sponsore : my python Course !
16:08 – Material X intro
21:32 – Fixing Megascan Displacement
24:51 – Exporting USD
28:40 – Save Thumbnail to Gallery
30:03 – Reuse the setup on other Megascan
32:32 – Megascan 3Dplants
36:02 – Component Variant : Add variant to setup
37:32 – ForEach Variant : Automate variant creation
41:30 – Plant Material
43:25 – Export as USD and Load It
44:31 – Outro & Coming Next

———————————–
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adrienlambert.artstation.com
facebook.com/adrienlambertvfx/
vimeo.com/adrienlambert
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adrienlambertcg@gmail.com

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Mentioned documentation :
PIXAR GLOSSARY : https://graphics.pixar.com/usd/release/glossary.html
SIDEFX GLOSSARY : https://www.sidefx.com/docs/houdini/solaris/glossary.html
谷歌翻译:
这是有关通用场景描述和 Houdini Solaris 的教程系列的第二部分。

现在我们已经了解了 Solaris 的基本原理,是时候看看我们如何将一些 Megascan Surface 和 Plants 资产化为美元。
在这里制定一个您可以尽可能多地重复使用的设置,让您的生活更轻松。

这个视频是我自己赞助的,在这个视频中提到了一些通过利用 python 脚本来加速你的工作流程的方法……我目前正在与我的 Gumroad 商店一起为这个课程工作!
如果您想尝试一下,第一部分的一小时免费内容:
https://adrienlambert.gumroad.com/l/pythfx

00:00 – 介绍
00:37 – Quixel 桥接插件
02:09 – 使用 QBridge 插件进行资产化
08:04 – QBridge 结构限制
08:38 – 使用组件生成器进行资产化
14:13 – VEX 着色器与 MaterialX
15:09 – 自我赞助:我的 Python 课程!
16:08 – 材料 X 介绍
21:32 – 修复 Megascan 位移
24:51 – 出口美元
28:40 – 将缩略图保存到图库
30:03 – 在其他 Megascan 上重用设置
32:32 – Megascan 3Dplants
36:02 – 组件变体:将变体添加到设置
37:32 – ForEach Variant:自动创建变体
41:30 – 植物材料
43:25 – 导出为美元并加载
44:31 – Outro & 接下来

———————————-
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adrienlambertcg@gmail.com

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提到的文档:
皮克斯词汇表:https://graphics.pixar.com/usd/release/glossary.html
SIDEFX 词汇表:https://www.sidefx.com/docs/houdini/solaris/glossary.html

 
 
 

Sidefx Solaris Houdini _ Part 2.5 – MORE Megascan Assets to USD

In part 2 we saw how we could turn some megascan into USD for our asset context gallery… but clearly quixel Bridge got more challenges reserved for us if we want to get ready to layout our different elements for our environment.

Also SideFX is introducting H19.5, a lot more of their tools rely on the asset gallery so it’s important you are able to store your models as USD into the asset gallery. Check out sidefx page for more info :
https://www.sidefx.com/community/houdini-195-sneak-peek/

Working out here a setup that you can reuse as much as you want to make your life much easier.

Clarifying also some more things between materialX and how it differs compare to “USD Material Preview”.

This video is sponsored by myself, mentioning in this video some ways to speed up your workflows by leveraging python scripting… And I’m currently working on Course for that with my Gumroad store !

One hour of free content in the first part if you wish to give it a try, also providing the tool to convert principleShaders to MtlX for free in part1-Python Fundamentals :
https://adrienlambert.gumroad.com/l/pythfx

00:00 – Introduction
01:02 – USD Material Preview
05:32 – Mtlx Displace Clarification
06:46 – Megascan Leaves USD
17:37 – Megascan Stones, Debris, twigs…
24:00 – Variants to Asset Galery
25:54 – Get ready for part3

———————————–
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adrienlambert.artstation.com
facebook.com/adrienlambertvfx/
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adrienlambertcg@gmail.com
谷歌翻译:
在第 2 部分中,我们看到了如何将一些 megascan 转换为我们的资产上下文库的美元……但显然,如果我们想为我们的环境布局不同的元素,quixel Bridge 会为我们保留更多的挑战。

此外,SideFX 正在引入 H19.5,他们的更多工具依赖于资产库,因此能够将模型作为美元存储到资产库中非常重要。查看 sidefx 页面了解更多信息:
https://www.sidefx.com/community/houdini-195-sneak-peek/

在这里制定一个您可以尽可能多地重复使用的设置,让您的生活更轻松。

还澄清了 materialX 之间的更多内容以及与“USD Material Preview”相比的不同之处。

这个视频是我自己赞助的,在这个视频中提到了一些通过利用 python 脚本来加速你的工作流程的方法……我目前正在与我的 Gumroad 商店一起为这个课程工作!

如果您想尝试一下,第一部分有一个小时的免费内容,还在 part1-Python Fundamentals 中免费提供了将 principalShaders 转换为 MtlX 的工具:
https://adrienlambert.gumroad.com/l/pythfx

00:00 – 介绍
01:02 – 美元材料预览
05:32 – Mtlx 置换澄清
06:46 – Megascan 离开美元
17:37 – Megascan 石头、碎片、树枝……
24:00 – 资产画廊的变体
25:54 – 为第 3 部分做好准备

———————————-
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adrienlambertcg@gmail.com

 
 
 

Sidefx Solaris Houdini _ Part 3 – Layout and Scattering USD assets

Showing here all the ways to bring USD into Stage, different methods to layout scatter and drop them !

Working here in a somewhat quick and dirty way to show the tools, but we’ll have to see at one point how we can make hierarchy nice and clean and make sure we cover organization of USD layers so we can share out scene with other software like Omniverse, Unreal Engine etc…

00:00 – introduction
01:12 – USD import methods
06:12 – Layout lop
09:21 – Paint Tool frustrations…
12:30 – Terrain Creation
13:43 – Stack Brush
14:20 – Drop lop
18:48 – Starting layout
19:40 – Instancer and Scattering
30:27 – Index Attribute
32:05 – Setting up Camera
33:00 – Scattering Grass
36:29 – Adding Hero elements
37:14 – Scene crash… Conclusion

I noticed Houdini v19.5 tends to crash a lot on my side with the “layout” lop… don’t do the same mistakes… save your scene ! T__T

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Houdini FX / Core / Full Commercial and Studio License available on Orbolt :
https://orbolt.com/asset/AdrienL::AL_advancedScatter

Houdini Indie/Limited Commercial and Apprentice License available here :
https://adrienlambert.gumroad.com/l/NZtu

———————————–
Social Medias :

gumroad.com/adrienlambert
adrienlambert.artstation.com
facebook.com/adrienlambertvfx/
vimeo.com/adrienlambert
instagram.com/adrienlambertvfx/
adrienlambertcg@gmail.com
谷歌翻译:
这里展示了将 USD 带入 Stage 的所有方法,不同的布局方法 scatter 和 drop 它们!

在这里以一种有点快速和肮脏的方式来展示工具,但我们必须在某一时刻看到我们如何使层次结构变得干净整洁,并确保我们涵盖了 USD 层的组织,以便我们可以与其他软件共享场景比如Omniverse、虚幻引擎等……

00:00 – 介绍
01:12 – 美元进口方式
06:12 – 布局 lop
09:21 – 绘画工具的挫败感……
12:30 – 地形创建
13:43 – 堆栈刷
14:20 – 垂钓
18:48 – 开始布局
19:40 – 实例化和散射
30:27 – 指数属性
32:05 – 设置相机
33:00 – 撒草
36:29 – 添加英雄元素
37:14 – 场景崩溃……结论

我注意到 Houdini v19.5 在我的“布局” lop 方面往往会崩溃很多……不要犯同样的错误……保存你的场景! T__T

———————————-

Houdini FX / Core / Orbolt 上提供完整的商业和工作室许可证:
https://orbolt.com/asset/AdrienL::AL_advancedScatter

Houdini Indie/Limited Commercial and Apprentice License 可在此处获得:
https://adrienlambert.gumroad.com/l/NZtu

———————————-
社交媒体 :

gumroad.com/adrienlambert
adrienlambert.artstation.com
facebook.com/adrienlambertvfx/
vimeo.com/adrienlambert
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adrienlambertcg@gmail.com

 
 
 

Sidefx Solaris Houdini _ Part 3.5 – Editing Layout LOP brushes

This additional part is very much a hack on how to edit the brushes of Layout LOP to bend them to your will…
It’s a much more technical video than usual but taking the time to explain how Orient attributes and Quaternions works to control the rotation of our assets.
Showing here two ways to manipulate these attributes. First by using AttributeVOP (visual coding similar to UnrealEngine) or VEX scripting (Based on C language)

00:00 – Introduction
00:30 – What we want to fix
01:35 – Making brushes editable
03:51 – Fixing Scale
06:06 – Checking Orientation based on Normal
08:37 – Breakdown of align_to_normal
09:31 – What is a Quaternion ??
10:40 – Fix paintbrush with AttributeVop
22:23 – Fix paintbrush with VEX
28:25 – Outro

If you interested in learning more about scripting, especialy Python scripting. I have a full course available on my gumroad called “How not to suck at Python”. https://adrienlambert.gumroad.com/l/pythfx
You can benefit some discount (15%off) using the promocode “summer” at checkout.
Note this promocode also apply on more of my gumroad products but not all of them.

———————————–
Social Medias :

gumroad.com/adrienlambert
adrienlambert.artstation.com
facebook.com/adrienlambertvfx/
vimeo.com/adrienlambert
instagram.com/adrienlambertvfx/
adrienlambertcg@gmail.com
谷歌翻译:
这个额外的部分是关于如何编辑 Layout LOP 的画笔以将它们弯曲到你的意愿的一个非常黑客……
这是一个比平时更具技术性的视频,但花时间解释了东方属性和四元数如何控制我们资产的旋转。
这里展示了两种操作这些属性的方法。首先使用 AttributeVOP(类似于 UnrealEngine 的可视化编码)或 VEX 脚本(基于 C 语言)

00:00 – 介绍
00:30 – 我们想要解决的问题
01:35 – 使画笔可编辑
03:51 – 固定规模
06:06 – 根据法线检查方向
08:37 – align_to_normal 故障
09:31 – 什么是四元数??
10:40 – 使用 AttributeVop 修复画笔
22:23 – 用 VEX 修复画笔
28:25 – 结束

如果您有兴趣了解有关脚本的更多信息,尤其是 Python 脚本。我在 gumroad 上有一门完整的课程,名为“如何不学 Python”。 https://adrienlambert.gumroad.com/l/pythfx
您可以在结帐时使用促销代码“summer”获得一些折扣(15% 折扣)。
请注意,此促销代码也适用于我的更多 gumroad 产品,但并非全部。

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社交媒体 :

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adrienlambert.artstation.com
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adrienlambertcg@gmail.com

 
 
 

Sidefx Solaris Houdini _ Part 4 – Procedural Environment Creation

Since I covered the fundamentals in past tutorials of this series it”s time to levelup and put everything into practice. I’m sharing here a lot of tips on how I created a forest trail scene.
Covering Heightfielf terrain creation, SOP import, USD layering, Scattering with lops instancer, Stage Manager, and most importantly : How to make your life easier when using solaris… because as your assembly gets bigger in stage there are so many ways things can go wrong. Don’t work hard… work smart !

00:00:00 – Introduction
00:01:43 – Terrain Creation
00:18:34 – Relative vs Absolute path… relative wins !
00:23:57 – Smart way to set USD path
00:26:36 – Structuring stage hierarchy
00:29:00 – Import Terrain (SOP) in Stage
00:34:37 – Instancing Methodology
00:39:59 – UnpackUSD vs ObjectMerge
00:40:38 – Scattering Trees
00:44:19 – Scattering Plants / ScatterAlign trick
00:45:31 – Scattering Leaves / Instancing variants
00:50:27 – More scatters !
00:52:55 – Handplaced dressings
00:54:48 – Editing existing material of USD
00:55:59 – GraftStage Trick
00:57:09 – IvyTaming in Stage
00:59:30 – Finishing assembly
01:01:40 – Render setup
01:05:07 – Karma FogBox
01:08:20 – Adjusting scene proceduraly
01:09:57 – Conclusion

Using a few of my own tools in this series :

– Full set ofALtools for Houdini Indie/Limited Commercial and Apprentice License available here (not compatible with houdiniFX but cheaper) :

https://adrienlambert.gumroad.com/l/NZtu

Houdini FX / Core / Full Commercial and Studio License of AL_AdvancedScatter available on Orbolt (doesn’t include other HDAs unfortunately, scatter only) :

https://orbolt.com/asset/AdrienL::AL_advancedScatter

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For Ivy Creation, I am using an HDAcalled Ivy Taming.
If you are interested in getting his plugin, it can be purchased on MCworldKit gumroad page : https://gumroad.com/a/763794547

Also I made this tutorial on how to use Ivy Taming if you are interested :
https://www.youtube.com/watch?v=3u6UNNJQ_cM&t=837s

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Social Medias :

gumroad.com/adrienlambert
adrienlambert.artstation.com
vimeo.com/adrienlambert
instagram.com/adrienlambertvfx/
adrienlambertcg@gmail.com
谷歌翻译:
由于我在本系列的过去教程中介绍了基础知识,是时候升级并将所有内容付诸实践了。我在这里分享了很多关于如何创建森林小径场景的技巧。
涵盖 Heightfielf 地形创建、SOP 导入、USD 分层、使用 lops instancer 散射、舞台管理器,以及最重要的:使用 solaris 时如何让您的生活更轻松……因为随着您的组装在舞台上变得更大,事情可以有很多方法出错。不要努力工作……聪明地工作!

00:00:00 – 介绍
00:01:43 – 地形创建
00:18:34 – 相对路径 vs 绝对路径…相对获胜!
00:23:57 – 设置美元路径的智能方法
00:26:36 – 构建阶段层次结构
00:29:00 – 阶段导入地形 (SOP)
00:34:37 – 实例化方法
00:39:59 – UnpackUSD 与 ObjectMerge
00:40:38 – 散落的树木
00:44:19 – 散射植物 / ScatterAlign 技巧
00:45:31 – 散射树叶/实例化变体
00:50:27 – 更多分散!
00:52:55 – 手动敷料
00:54:48 – 编辑美元的现有材料
00:55:59 – GraftStage 技巧
00:57:09 – IvyTaming 在舞台上
00:59:30 – 完成组装
01:01:40 – 渲染设置
01:05:07 – 业力雾盒
01:08:20 – 程序调整场景
01:09:57 – 结论

在本系列中使用我自己的一些工具:

– Houdini Indie/Limited Commercial and Apprentice License 的全套 ALtools 可在此处获得(与 houdiniFX 不兼容但更便宜):

https://adrienlambert.gumroad.com/l/NZtu

Houdini FX / Core / AL_AdvancedScatter 的完整商业和工作室许可证可在 Orbolt 上获得(不幸的是,不包括其他 HDA,仅分散):

https://orbolt.com/asset/AdrienL::AL_advancedScatter

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对于 Ivy Creation,我使用的是称为 Ivy Taming 的 HDA。
如果你有兴趣获得他的插件,可以在 MCworldKit gumroad 页面购买:https://gumroad.com/a/763794547

如果您有兴趣,我还制作了有关如何使用 Ivy Taming 的教程:
https://www.youtube.com/watch?vu003d3u6UNNJQ_cM&tu003d837s

———————————-
社交媒体 :

gumroad.com/adrienlambert
adrienlambert.artstation.com
vimeo.com/adrienlambert
instagram.com/adrienlambertvfx/
adrienlambertcg@gmail.com

 
 
 

Sidefx Solaris Houdini _ Part 5 – USD to Unreal Engine 5

Hi ! Quick experiment between Solaris and current USD Importer of UE5, sharing some of the few gotchas I found out so far. Maybe more things to adjust or optimize so I could actually run the full USD scene in realtime without broken shaders, but that maybe for an other video.

00:00 – Introduction
00:35 – Houdini Setup Adjustments
03:14 – ConfigureLayer lop
04:15 – USD rop
05:00 – UE5 result
05:47 – USD Importer
06:08 – USD Stage in UE
07:51 – Overview of imported USD
09:08 – My two cents about USD in UE so far
09:27 – May try import in Clarisse !
09:48 – Outro, tipeee, gumroad…
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Using a few of my own tools in this series :

– Full set ofALtools for Houdini Indie/Limited Commercial and Apprentice License available here (not compatible with houdiniFX but cheaper) :

https://adrienlambert.gumroad.com/l/NZtu

Houdini FX / Core / Full Commercial and Studio License of AL_AdvancedScatter (not full pack, just advancedSCatter) available on Orbolt (doesn’t include other HDAs unfortunately, scatter only) :

https://orbolt.com/asset/AdrienL::AL_…

———————————-

For Ivy Creation, I am using an HDAcalled Ivy Taming.
If you are interested in getting his plugin, it can be purchased on MCworldKit gumroad page : https://gumroad.com/a/763794547

Also I made this tutorial on how to use Ivy Taming if you are interested :
https://www.youtube.com/watch?v=3u6UN…

———————————-
Social Medias :

en.tipeee.com/adrienlambertvfx
gumroad.com/adrienlambert
adrienlambert.artstation.com
vimeo.com/adrienlambert
instagram.com/adrienlambertvfx/
adrienlambertcg@gmail.com
谷歌翻译:
你好 !在 Solaris 和 UE5 的当前 USD Importer 之间进行快速实验,分享我目前发现的一些陷阱。也许需要调整或优化更多的东西,这样我就可以在没有损坏着色器的情况下实时运行完整的 USD 场景,但这可能适用于其他视频。

00:00 – 介绍
00:35 – Houdini 设置调整
03:14 – ConfigureLayer lop
04:15 – 美元下跌
05:00 – UE5 结果
05:47 – 美元进口商
06:08 – UE 中的美元阶段
07:51 – 进口美元概览
09:08 – 到目前为止,我在 UE 中对美元的两美分
09:27 – 可以尝试在 Clarisse 中导入!
09:48 – Outro、tipeee、gumroad…
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在本系列中使用我自己的一些工具:

– Houdini Indie/Limited Commercial and Apprentice License 的全套 ALtools 可在此处获得(与 houdiniFX 不兼容但更便宜):

https://adrienlambert.gumroad.com/l/NZtu

Houdini FX / Core / AL_AdvancedScatter 的完整商业和工作室许可证(不是完整包,只是 advancedSCatter)在 Orbolt 上可用(不幸的是,不包括其他 HDA,仅分散):

https://orbolt.com/asset/AdrienL::AL_…

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对于 Ivy Creation,我使用的是称为 Ivy Taming 的 HDA。
如果你有兴趣获得他的插件,可以在 MCworldKit gumroad 页面购买:https://gumroad.com/a/763794547

如果您有兴趣,我还制作了有关如何使用 Ivy Taming 的教程:
https://www.youtube.com/watch?vu003d3u6UN…

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社交媒体 :

en.tipeee.com/adrienlambertvfx
gumroad.com/adrienlambert
adrienlambert.artstation.com
vimeo.com/adrienlambert
instagram.com/adrienlambertvfx/
adrienlambertcg@gmail.com

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