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Download "Feather Proxy Construction, Attributes and Texturing in Houdini"

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3d modeling
3d modelling
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feather texture houdini
feather proxy construction
attributes and texturing in houdini
feather construction houdini
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00:00:01
[Applause]
00:00:04
hello everybody
00:00:05
and welcome to the wednesday night
00:00:10
modeling stream
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internet seems to be working pretty well
00:00:14
today so i'm your streamer brian bentley
00:00:17
this is the modeling stream for
00:00:19
cgspectrum.com for all your modeling
00:00:21
needs go to cgspectrum.com
00:00:24
3d dash modeling
00:00:27
uh man what are we doing today our wing
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is coming along i'm super super stoked
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uh so today hopefully hopefully we'll be
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getting into a little bit of texturing
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for
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for our feathers so setting up some
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procedural texturing
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to build out this feather so basically
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we can mimic the look of what we have
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here
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like these super super heavy these crazy
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heavy feathers that we have we have
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every single ridge
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every single kind of like like detail
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um you know expressed here but we want
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to do that in a texture
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right because we only want to uh
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we want this to be as light as possible
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because i'm thinking about
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possibly doing this in a uh in a game
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engine
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um so either uh who knows who knows
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maybe maybe
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uh probably unreal engine um because
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that seems to be the new hotness
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uh maybe uh i've been looking around
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i've been looking at a uh
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marmoset tool bag the the the latest
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edition they did looks
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really really powerful like it's really
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coming into its own so we'll see we'll
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see we have still have a lot to go so we
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have the wings
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we have the actual character to texture
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we have
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um i think the next thing i'm going to
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work on is her talons and her feet
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because they have like those cool like
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uh lizard kind of scales on them with
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the claws and little bumpy stuff
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so that can we can also do that but
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that's putting the cart before the horse
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um what i really want to do is is get
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this wing done this the whole wing
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is like this whole project is like six
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different projects all in one so
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uh so we'll just kind of keep going and
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keep going until
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until i run on steam or until you guys
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want me to do something else uh
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lots of stuff like we're probably gonna
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do we're gonna talk about hair um
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curly hair which is very very difficult
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to do um especially when you're trying to do
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real time stuff so it's gonna be super
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fun i'm really really excited
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about where this is going and i hope you
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guys are too uh all right
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so what are we gonna do today uh i want
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to
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um keep working on this feather asset
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because i want to give it more
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information uh i want to be able to
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split out my left my right and my spine
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i want a an attribute that goes from the
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very bottom to the very top
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um and then i want an attribute that
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goes along the length of these spines
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so i can i can use all that in in my
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uh my texturing software so let's get to
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work and let's get this done
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all right let's let's start working on
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this
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um all right so i'm going to
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let's pop into our feathers and so this
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is what i have so far
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so if i look here oh the first thing i
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want to do is i was working on this a
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little bit longer i didn't like
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how i have this feather if i plug this
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guy into here
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all right so if i have this feather
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coming into here um
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i just kind of uh shrunk it down um
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which i don't really like because that
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makes the density
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of these spines really really off
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from from the rest of the feather it
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makes these look like really really fine
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and small and the other ones are quite
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big so what i'm going to do
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is uh let's do
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objects and set this to dark
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so it'll burn out my eyes and your eyes
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so what i'm going to do
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is i can still get this this look uh i
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just it just i just have to do it
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through
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um the actual um
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the actual uh
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acid instead of this transform so uh so
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first thing i'm going to do is i'm going
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for this guy i'm going to bring my top
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length all the way down
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to about there and then i'm going to
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have to take down
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my left and right scale so my left scale
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that should come down oh that's that's
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working quite nicely it's working very
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nicely there
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that and then my right scale should also
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come down a bit
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actually quite a lot oh that's beautiful
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that is wonderful so we can see the
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difference if we go from this one
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to this one or actually uh
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oh yeah this is still drawing from this
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so that one got really small so uh
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yeah so we get rid of that and we can
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get rid of that and so that's our new
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kind of feather so i'm going to do the
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same thing to this guy over here so
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these guys these are my primaries
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these are my secondaries and these are
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my tertiary so let's just color these up
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so i can make sure they all go together so uh
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we'll do primary will be
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turquoise secondary will be
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yellow and coverts will be
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i don't know
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so i'm gonna do the same thing as i did
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here
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like this and let's plug this guy
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here
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view this and template that so i can see
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and do the same thing
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here so take our overall it's fine bring
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that way way way
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down and our left
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i'm gonna bring down as well
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i think i was just being like like lazy
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at the end of that last stream i was
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just like i just want to get this done
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and so uh you know sometimes sometimes you
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sometimes it happens
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right let's cut down
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cool and then this this guy this guy's
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quill doesn't go too far uh so let's do spine
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let's do bottom length let's do like
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0.01 length
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uh top segment length bend
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bottom length let's do 0.01
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yeah so really really short uh and i
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think i only need one segment there
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for that yeah so now uh
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my my feathers are just more consi more
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consistent across the board so if i were
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to
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let's save this first because i remember
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last time this was quite a
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task for my computer to handle and so
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let's
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go to other objects and let that cook
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four minutes
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hello rolex game uh i don't know what
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that language is
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yeah that's looking a lot better and it
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it calculated a lot a lot faster so
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these don't look
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so dense anymore so i got nice a uh
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a nice um what's the word i'm looking
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for
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uh distribution right like before these
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looked
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really really dense just because i was
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just shrinking everything down so it's
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basically
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all these spines were getting squeezed
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down into there so now they all kind of
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look
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it looks more more uniform so good
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that's that's that's what i want
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so that mission accomplished that that
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one's good okay uh next thing i need to
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work on
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is um i really don't like uh
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my um this proxy
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here so i have this guy i have this guy
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and i have this guy and i think i want a
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little bit more control
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over over my proxy geometry
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oh am i getting uh echo okay let's uh
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let me let me see let me see let me turn
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off
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my i tried i'm trying a new noise
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suppression filter but that might be
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giving you giving you echo let's turn let's get rid
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of
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yes okay let me know if that's helping
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the echo or not
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yeah so you might be able to hear my uh
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my air conditioning unit in the
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background but that's okay
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all right
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cool so let's get rid of that and uh
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okay yeah yeah all right
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so i'm gonna pop in here and uh so i'm
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gonna do
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so basically what i want is so if i draw
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this out
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so i have my spine i have my
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oh this is terrible drawing
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i have my left side
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i have my right side so what i want is
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one thing i want is i want
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an attribute that goes from zero to one
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over this entire thing um
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i probably want an attribute that goes
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from zero to one
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here from that way same thing
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zero to one going this way
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and then uh i want a mask that says this
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will be
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this will be red this will be green
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and this will be blue so i can mask this
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out and i'm going to use i'm going to
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texture this i believe i'm going to try to do it in
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substance designer i haven't touched
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substance designer for about a
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year so uh and they i just updated all
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to all the new adobe
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you know one but i'm mostly for most of
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this
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i think the the base level substance
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designer um
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should be fine um i'm not doing anything
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super crazy
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uh but we'll see we'll see so that's
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that's that's the plan so
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the first thing i need to do is figure
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out all right so my let's see
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here uh
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okay this is my yeah so this is my spine
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here um
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i think i grouped these already yeah
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spine
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i have left feather and i have
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right feather so i think i'm going to
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yeah so what i'll do is i'll build these
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just after build these attributes just
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after these
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groups yeah
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okay cool so what i want to do is uh so
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for my spine like i said i want a
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an attribute that goes from zero to
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one here
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yeah and i might already have that let's
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let's take a look
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accidentally hit my skylight button
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let's get rid of that get back in my
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feathers
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um popped in here uh yeah so what was i
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gonna do oh yeah uh
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let's see god oh man a little jittery
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today i think i had too much caffeine
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today
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my hands are a little off
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okay let's try this one more time uh
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split top bottom
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and i could also try to just go to
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there's a build i think the technical
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desktop will give me that
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pop into here grab this guy okay cool so
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uh looks like i have a curve u
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um i kind of don't trust it though
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let's see what it looks like so let's
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see what this curvy looks like so what
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i'm gonna do is i'm going to make a
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let's do a color i did this a little bit
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last time
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um but now i'm actually going to really
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control it
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so i'm going to do curve view i'm going
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to do point and i'm going to do
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uh ram from attributes and that's going
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to be curve u
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and just so i can see this like i did
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before i'm going to make this two really
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really garish colors like i'm going to
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make this one
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like this red and this
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green okay yeah so that's that's working
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i like that okay
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so i can take that curve u value and so
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actually what i want to do
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is i'm going to reset that actually so
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this is zero and this is one now it's
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it's a uh it's color
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right so this is uh this will be spine
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curve u
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just so i remember what that is okay so
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that's spine curve u
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and then i'm also going to make a
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uh pull this
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over here maybe get a little cluttered
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that's okay
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so i'm also going to make a um
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another one of these and this is just
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going to be my mask
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okay so this is going to be spine mask
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okay so that mask i'm just gonna do
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instead of uh
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instead of ramp from attribute i'm just
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gonna do constant and that's gonna be
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bright red
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so as i do this
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if i go and if i plug let's just plug
00:14:37
yeah so let's plug let's look at the
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sweep
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so our sweep is what's wrapping the
00:14:44
geometry so i'm hoping that the sweep
00:14:47
will pick up these uh these attributes
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so let me
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let me look and see uh let's see uvs and
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attributes
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uh attributes from backbone curve
00:15:01
um from cross structures this is perfect
00:15:02
here so basically i can tell it so it's
00:15:05
picking up everything except for p
00:15:08
in up p scale scale orient
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rot pivot trans and transform okay so
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that that should pick up our color so
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let's
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just plug this in
00:15:20
here yep so that's right so that's
00:15:23
black down at the bottom down here and
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white
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all up at the top so it'll pick those up
00:15:29
and then
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it is yeah so this is all red so that'll
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pick all that stuff up so that's perfect
00:15:34
that's great okay so now i need to take
00:15:38
these guys and kind of re-inject them
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back into uh
00:15:45
into this stream so i think i can use an
00:15:48
attribute copy to do that
00:15:50
this is like almost like a um a
00:15:53
compositing trick
00:15:55
attribute copy so it's gonna be
00:15:58
so it's this guy uh require geometry to
00:16:01
copy two
00:16:02
and require geometry copy from perfect
00:16:05
so i'm gonna say grab this
00:16:07
and grab this guy here
00:16:11
and here i'm going to say uh source
00:16:13
group don't need that nothing that
00:16:15
attribute name so i'm going to copy cd
00:16:18
and i'm going to give it a new name
00:16:20
called uh spine
00:16:24
curve u
00:16:28
so now i have the spine curve u
00:16:31
attribute and it's a red green and blue
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value
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perfect so i'm going to do the same
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thing i'm going to inject this guy back
00:16:36
in so i'm going to copy that
00:16:47
and this guy so this is the the red
00:16:50
so i'm just going to call this uh
00:16:52
instead of spine curve u
00:16:53
i'm going to call this uh feather
00:16:56
mask because that's going to get
00:17:00
combined with everything else i have a
00:17:02
feather mask spine curve u uh that is
00:17:06
going to
00:17:09
yeah so this is going to go into
00:17:14
yeah so that's going to go into my merge
00:17:22
and then it's also going to go
00:17:27
into
00:17:30
my sweep so if i look at my
00:17:34
sweep here so if i want to check to make
00:17:37
sure that went through
00:17:39
i'm just going to use a quick attribute
00:17:44
expression
00:17:52
and i'm going to say cd
00:17:56
and i'll just say real quick i'm going
00:17:58
to say at
00:18:00
feather mask
00:18:07
so that should be
00:18:11
maybe have to do v feather mask
00:18:22
spell it correctly cool all right so
00:18:24
there's feather mask so
00:18:26
that's in there because i'm pulling that
00:18:27
back out and then i can do
00:18:29
v at uh let's say
00:18:33
spine curve u spine
00:18:46
curve u
00:18:50
perfect so those those attributes are in
00:18:52
there so i can pull those back out so ah
00:18:54
good good good good so i'm gonna do i'm
00:18:56
gonna keep this guy around
00:18:57
uh i'll just disable it for now just so
00:18:59
i know it's for checking
00:19:01
uh so i'm basically gonna do the same
00:19:03
thing for my left
00:19:05
and my my right so that'll that that
00:19:08
should be
00:19:09
pretty easy so i'm going to make myself
00:19:10
some room here
00:19:13
all this stuff down
00:19:22
my group for my
00:19:27
okay so this is left feather so if i
00:19:30
look at this guy
00:19:31
i'm basically going to do
00:19:35
the same thing so uh let's see do i have
00:19:39
a there's an l quill there's an r quill
00:19:43
left feather right feather let's see
00:19:45
here we go all right so we have curve u
00:19:47
i have a curve u
00:19:48
and i have left u and a quill you
00:19:53
and so there's just all sorts of crazy
00:19:55
stuff in here so
00:19:56
i think what i want to do i want to
00:19:59
clean this up a little bit
00:20:02
curve you spine you
00:20:09
group group group so i wonder if i clean
00:20:13
that oh yeah i clean i think i clean all
00:20:14
that stuff out down here okay that's
00:20:15
fine so i clean everything out
00:20:17
uh down here so i don't really have to
00:20:18
worry about that extraneous stuff
00:20:20
uh i may have to under this attribute
00:20:24
delete
00:20:28
group delete
00:20:31
okay cool yeah yeah so it's leaving the
00:20:33
leaving those behind all right
00:20:34
so let's do that same thing here so
00:20:36
let's do a color
00:20:47
and let's just see what this uh
00:20:51
what this left you is
00:20:58
right from attributes
00:21:03
quill u yeah
00:21:08
so it's black here and then it goes from
00:21:12
zero to one perfect so that's left curve
00:21:15
left quill u
00:21:18
copy that
00:21:24
okay this is my left will u and then i
00:21:27
also want uh i also think i i want
00:21:35
this spine u so i want this to go from
00:21:38
zero to one and i think i think i don't
00:21:41
have to i don't think i have to edit
00:21:42
that from something else
00:21:43
so i think i can build this from uh
00:21:47
from some pretty pro just do a little
00:21:48
attribute for this
00:21:50
so we'll take this and we'll put this
00:21:51
over here and so
00:21:53
uh i think that's just gonna be for this
00:21:54
this it'll just be um
00:21:56
just a bounding box right this is the
00:21:58
bottom of my bounding box this is the
00:21:59
top of my bounding box
00:22:01
so uh let's see
00:22:06
let's do another color
00:22:12
bounty box
00:22:25
yeah so that's my bounding box but i
00:22:27
really only want
00:22:29
i really only want my y attribute right
00:22:32
because this is going from zero
00:22:34
to one in y so i can do
00:22:38
let's do let's do an attribute
00:22:41
expression
00:22:45
i'm just going to modify my cd to just
00:22:47
to be all my my y values
00:22:48
so i'm going to say uh color and i'm
00:22:52
going to say set i'm gonna say self
00:22:56
dot y for all my
00:23:01
self.y i wonder if i can just do self.y
00:23:05
across the board
00:23:09
yeah cool so bang
00:23:15
there we go black at the bottom white at
00:23:17
the very top
00:23:18
fantastic so this is uh this quill you
00:23:22
um and we'll call this quill
00:23:26
oh man i'm running out of running out of
00:23:28
names for stuff uh this is this is where
00:23:30
i quill you
00:23:31
because this one is what i call that
00:23:34
spine curve u so i'm going to call this
00:23:36
l
00:23:39
quill curve u and then
00:23:44
i'll call this just l
00:23:48
grad yeah
00:23:52
so i'm gonna do the same thing uh so
00:23:55
let's
00:23:56
scoot
00:24:00
all this stuff over
00:24:14
make some room pull this down
00:24:30
okay and then i'm just gonna do the same
00:24:31
thing so that's gonna be that attribute
00:24:33
copy
00:24:43
so i'm gonna copy from here into
00:24:47
here so i want to copy my cd
00:24:52
and this is quill u so let's keep this
00:25:00
and new name
00:25:10
actually now that i think about it i can
00:25:13
give these all the exact same name
00:25:15
to be completely honest so i can say
00:25:18
we'll just call this
00:25:19
this one
00:25:26
length
00:25:41
and paste relative reference right so
00:25:44
those those two are exactly the same so here i
00:25:47
should have
00:25:48
a length u r g and b so those are all
00:25:51
the same
00:25:52
that's correct and then uh
00:26:01
um this one this next one i'll call box
00:26:04
you so i'm gonna do another actual copy
00:26:13
so i'm going to copy my cd in in a new
00:26:16
name i'm going to call this
00:26:17
vbox u i'll just call b box
00:26:22
b box y that'll work
00:26:27
so now i have this b box y that goes
00:26:29
from zero to
00:26:31
two one
00:26:39
so i have this link to you and then
00:26:42
beatbox
00:26:43
you here so i'm just going to take
00:26:47
this entire
00:26:51
thing and actually so i have a kind of
00:26:53
junction point let's go
00:26:54
null here
00:26:58
this feeds into this and then this feeds
00:27:00
out to these guys
00:27:02
and i'm doing this just like kind of
00:27:03
like chop this off and uh
00:27:05
and reuse it
00:27:10
l quill u this is our quill u
00:27:13
okay so i'm going to copy ctrl c
00:27:17
and ctrl v beautiful things about
00:27:21
node-based stuff is you can do this
00:27:23
so uh if i go over here now this guy is
00:27:26
an elk u this is r will you
00:27:30
all right and then the bounding box
00:27:33
should be
00:27:35
more or less the same zero to one
00:27:38
and then this is going to get the same b
00:27:42
box
00:27:43
and actually copy
00:27:48
cool so i'm just keeping my left and
00:27:50
right in parallel
00:27:51
as well so let's take that plug that in
00:27:54
there
00:27:55
let's take that and move this down to
00:27:57
here
00:28:01
and so let's check again so we have this
00:28:04
length view
00:28:05
we have uh and then we have
00:28:08
our should have
00:28:12
and then yeah b box y so uh length
00:28:15
u and b box y
00:28:18
so we can check this as well
00:28:21
over here
00:28:43
and so we're going to say
00:28:46
let's see what do we say b box y
00:28:57
nice nice there we go and then what did
00:29:00
we say uh
00:29:06
length u
00:29:15
nice perfect yeah so we have this center
00:29:18
the center line
00:29:20
here now i could have done a bee box on
00:29:22
this as well but
00:29:23
there's a very subtle difference if i
00:29:25
were to do a b box it would make a
00:29:27
straight line from here to here
00:29:29
what this does is it follows this curve
00:29:32
so if i wanted to color
00:29:34
like have the color sweep along with
00:29:36
these curves
00:29:37
that's what um that's what allowed me so
00:29:39
like basically per strand
00:29:41
uh coloration is what i'm setting up so
00:29:43
that's working really really well
00:29:44
okay
00:29:51
okay and then this one will also need an
00:29:53
extra color
00:29:55
so that's gonna be my mask so i've
00:29:56
already used red so i'm gonna do another
00:30:06
color
00:30:11
okay so this one is just going to be
00:30:20
blue
00:30:22
and that one i called what i call that
00:30:25
feather mask
00:30:29
so i'll just copy just pull this off
00:30:33
and say this one this one goes here
00:30:36
this one goes here that one goes there
00:30:44
and then we'll do the same thing just
00:30:45
grab these two
00:30:49
ctrl c ctrl v
00:30:54
just goes here and this goes over here
00:30:58
and then this one will be bright green
00:31:17
okay so
00:31:20
let's look at v at feather mask
00:31:30
awesome so now i have my red and my my
00:31:32
blue and let's go ahead and plug that in
00:31:34
as well
00:31:35
so there's my feather mask aha great
00:31:37
awesome so i have feather mask here
00:31:39
uh let's make sure it makes it all the
00:31:41
way down
00:31:44
yep
00:31:46
and yup okay
00:31:49
so that's feather mask let's look at the
00:31:51
other ones uh be boxy
00:32:06
so that's top to bottom now my b box y
00:32:08
looks like it's gonna it's white here
00:32:10
because i don't have
00:32:11
anything on my spine
00:32:15
so my b box y for my spine is just the
00:32:18
same as
00:32:19
my length u
00:32:22
so what i can do is i'll just copy
00:32:25
i'll just make a copy of my my length u
00:32:28
and uh i'll use that so let's see
00:32:32
um don't use a copy i can use the
00:32:35
attribute expression for that
00:32:39
so uh yeah
00:32:44
i'm trying throat's getting a little dry
00:32:51
okay um
00:32:54
yeah yeah uh
00:32:58
tab attribute expression
00:33:02
grab this plug it in here do
00:33:07
custom and what i call that
00:33:12
d box y
00:33:20
and that's going to equal
00:33:29
is that length view yeah lengthy
00:33:34
be at length
00:33:39
so this is going to go let's come in
00:33:43
here
00:33:44
go into there bang bang and so
00:33:48
that should all filter down into this
00:33:50
and yeah so there's my b box y so this
00:33:52
guy
00:33:53
is my b box y top to bottom that guy's b
00:33:55
box y top to bottom
00:33:57
um i should be able to get a length u
00:33:59
here as well
00:34:07
let's see where is it
00:34:16
great so there's my length you black at
00:34:17
the bottom white at the top
00:34:20
black at the center white at the edge
00:34:23
and then the uh feather mask
00:34:31
boom so now when i when i bake this out
00:34:34
when i bake
00:34:35
this high-res and actually i might even
00:34:37
have it on
00:34:38
now that i've done it way up here i
00:34:40
should also have it
00:34:42
as the uh the curve so let's
00:34:45
move this over here i should also see
00:34:47
that in the curves as well
00:34:50
yeah so it's going to the curves as well
00:34:52
so i'll have it on the curves
00:34:53
i'll have it on the high res geometry
00:34:55
and then i will bake eventually bake
00:34:57
that into
00:34:58
the uh the proxy geometry so that that's
00:35:01
working really well
00:35:02
now let's let's work on our proxy
00:35:03
geometry a little bit so
00:35:05
uh i'm coming out of
00:35:12
let's see
00:35:17
i have something templated
00:35:29
ah okay yeah so this is my um
00:35:32
this is the
00:35:44
this is my my template geometry uh or my
00:35:47
um
00:35:48
my uh uh god what's the word i'm looking
00:35:50
for uh
00:35:58
geometry proxy geometry um so i don't
00:36:01
really like the way this is this is this
00:36:03
is working like this uh so i think maybe
00:36:07
um this i might be running up the wrong
00:36:09
i'm gonna be barking up the wrong tree
00:36:10
here
00:36:11
but i just don't like i don't like the
00:36:13
bound like i can't control it like it's
00:36:15
it doesn't really have any uvs
00:36:17
um yeah it's just uh just kind of there
00:36:21
and i won't be able to like if i need to
00:36:23
deform this
00:36:24
along this way eventually in a rig or
00:36:26
something like generally when you have
00:36:28
feathers like when they kind of
00:36:29
they scoop up like this like they have
00:36:31
like this kind of uh
00:36:33
uh like if you look at eagles in flight
00:36:35
like their feathers kind of go
00:36:37
like that at the edge so we'll do
00:36:39
something like
00:36:42
like that so i need divisions along
00:36:45
along that that proxy feather
00:36:47
to deform that um
00:36:50
and it's a really long piece of geometry
00:36:52
so
00:36:56
i could subdivide it but i don't really
00:36:58
need any subdivide divisions along
00:37:01
like this way i just need them that way
00:37:06
so
00:37:09
hmm
00:37:15
i'll keep this around but i think i'm
00:37:19
going to come
00:37:20
off of my actual
00:37:27
yeah i'm gonna come off of my spine
00:37:28
geometry
00:37:34
here
00:37:49
now because my spine geometry is bent
00:37:51
okay maybe
00:37:52
maybe i can do a this might be
00:37:56
really really silly uh
00:38:07
let's do
00:38:11
i'm going to do this really strangely
00:38:12
i'm going to make a
00:38:16
i'll make a grid
00:38:23
and i don't really need i only need two
00:38:25
and two
00:38:26
and i can leave this thing as bonkers
00:38:28
huge
00:38:29
as i as i want it right so i'm going to
00:38:32
do now i'm going to do a copy
00:38:36
and transform
00:38:46
we may delve into uh a bit of um
00:38:52
of uh expressions here so i have
00:38:56
so this is gonna keep moving up and up
00:38:57
and up and up every time
00:39:00
right so uh what i want
00:39:03
is i want
00:39:06
to be able to put the top
00:39:10
of these guys well let me just make sure
00:39:12
this works first let me let me see if
00:39:13
this works first
00:39:14
so what i'm going to do is i'm going to
00:39:16
just boolean uh with a shatter
00:39:20
this proxy geometry so let's try that so
00:39:22
let's do
00:39:26
boolean shatter i'm gonna do this guy
00:39:30
with that guy yeah
00:39:33
cool that worked that worked really well
00:39:34
um but i need to make sure that
00:39:36
this will uh update with my
00:39:40
uh update with my um with my feather
00:39:43
because right now if i change my feather
00:39:44
this isn't going to this isn't going to
00:39:46
update but let's also make sure that i
00:39:48
have
00:39:51
let's turn on my
00:39:54
numbers
00:39:58
so it looks like i have double numbers
00:39:59
in here so i'm going to go ahead and
00:40:00
fuse this as well
00:40:02
views
00:40:09
cool if it's dumb and it works
00:40:12
it ain't dumb that's that's my that's
00:40:14
that's my story i'm sticking to it now
00:40:15
if i had like some gigantic feather
00:40:18
um i might have to deal with with this
00:40:20
but
00:40:21
i think this is working as it is it's
00:40:23
allowing me to just
00:40:24
just divide my my feathers
00:40:27
uh along one one dimension because
00:40:30
feathers just go like this
00:40:32
they don't really i don't really want to
00:40:34
see them fold
00:40:35
right i only need to to deal with that
00:40:37
so all right so that's worked
00:40:38
um so let's see um my
00:40:43
let's see what is this going to put out
00:40:46
so i want to get
00:40:47
the uh the top
00:40:51
of this guy right so i have if i have
00:40:54
let's say let's do 10 because that's
00:40:56
eating so i have 10 divisions
00:40:59
um so it would be 10
00:41:03
so it'd be the length so i'm basically
00:41:05
dividing this up by 10 so it'll be
00:41:06
however tall this is
00:41:08
divided by my total number
00:41:11
so let's see if we can get
00:41:15
that uh
00:41:22
so i think this expression would be
00:41:28
so this would be b box
00:41:33
okay so b box string
00:41:39
uh surface node and then type so that
00:41:42
would be
00:41:43
d underscore y
00:41:47
max cool so i can do
00:41:50
um quotation mark dot dot slash
00:41:55
bound round one
00:42:06
okay and then
00:42:09
capital d underscore y max
00:42:18
awesome cool right so that looked about
00:42:21
right but i'm making i'm moving
00:42:23
so we can almost see like there's this
00:42:24
is that exact height right
00:42:26
so this guy's that exact height so i
00:42:27
need to divide by this total number so
00:42:29
i'm going to say
00:42:31
copy parameter and just to finish this
00:42:34
out divided by and then paste relative
00:42:42
reference
00:42:52
so there we go cool
00:43:09
that looks about right so i'm gonna do
00:43:11
this until these look about square
00:43:15
i think six is okay
00:43:18
let's turn off some of this clutter
00:43:23
yeah that feels that feels okay not not
00:43:25
the greatest but it gets the job done
00:43:27
gets the job done great so and then the
00:43:30
last thing i think i'll do
00:43:31
is i will i might have to do this as
00:43:33
well
00:43:35
uh i need to give the this guy
00:43:38
um
00:43:41
uvs as well so i want to be able to uv
00:43:44
this
00:43:45
or i want it to come out with uvs built
00:43:47
into it so
00:43:50
once again this is going to change right
00:43:52
if i change
00:43:53
if i change the length of my feather if
00:43:55
i change the
00:43:56
the the length of the the spurs that
00:43:58
come out the side that's all
00:43:59
always going to change so this is very
00:44:03
dynamic right so i want to be able to uh
00:44:08
keep that dynamism
00:44:09
built in
00:44:16
yeah so i'm going to do a
00:44:19
i'm going to just do a uv project
00:44:23
or uv uv quick shade
00:44:33
and i want to project through these
00:44:35
z-axis
00:44:42
that's okay but it's a little long
00:45:00
so i want the y to be one so i'm gonna
00:45:01
have to take
00:45:03
and decrease my
00:45:06
z okay okay so that's about
00:45:10
point one so if i look at
00:45:14
my uv viewport
00:45:19
yeah that feels about right so that
00:45:20
would be that would be my
00:45:22
my overall overall feather so
00:45:28
this would be since it's a fraction it's
00:45:31
going to be
00:45:33
1 over something
00:45:39
i think it'll be 1 over my
00:45:43
height that same expression let's try it
00:46:05
one over
00:46:12
x
00:46:20
maybe it's just oh it's just the my my
00:46:23
xmax right
00:46:24
so this goes to one and this should be
00:46:26
about point yeah so 0.113 so that
00:46:29
should work we'll see we'll see what
00:46:32
this does okay
00:46:42
great so now i have uh
00:46:45
this uv in here so let's see if
00:46:49
this works out uh so let's plug
00:46:53
this guy in here and let's go up and
00:46:55
we'll have a look
00:46:57
that's my proxy uh actually i'm gonna
00:46:59
take i'm gonna duplicate this
00:47:01
because i don't wanna mess up what i
00:47:02
already have here this is my testing
00:47:05
feather
00:47:07
so if i take my spine length
00:47:16
no i want those i want those to stay
00:47:17
square
00:47:20
so it's not quite right it's not quite
00:47:22
right
00:47:44
so let's see let's let's think about the
00:47:46
math of this
00:47:47
uh so i have
00:47:54
i have uh my width
00:47:57
divided by my height has to equal
00:48:02
one
00:48:05
right because i want these to be in a
00:48:06
one to one uh uh
00:48:08
one to one ratio oh no no no no no
00:48:12
uh
00:48:15
my what my height equals once maybe it's
00:48:18
my
00:48:19
maybe it would be my
00:48:24
width over
00:48:31
b y max
00:48:40
oh i think that's doing it i think
00:48:42
that's doing it now
00:48:45
let's go back up to the top and test
00:48:46
this
00:48:57
yeah those are staying square now
00:49:05
so this is what blows me away about
00:49:07
houdini like you i don't know
00:49:08
if i could do this in maya like to just
00:49:12
like dynamically
00:49:13
change my uh my uh
00:49:17
my uvs uh based on my geometry like
00:49:20
that's it's crazy but you can do this like look
00:49:22
at this it's just
00:49:24
you know it's it's keeping that same
00:49:26
ratio
00:49:27
the entire time no matter how big or
00:49:29
small it is that's that's
00:49:31
that's amazing right a little bit of
00:49:32
math goes a long way
00:49:34
all right so i think that's working so
00:49:37
remember this is my test this is my test
00:49:38
feather so
00:49:39
um i can so i can't break anything else
00:49:42
so that's what i'm gonna do uh so let me
00:49:45
make sure that i still have
00:49:46
everything coming out of here that i
00:49:48
need um
00:49:51
so i'm gonna look at this so there's my
00:49:53
b box y it's my feather mask
00:49:55
uh feather mask and i should get a
00:49:58
length yeah length u
00:50:02
perfect sweet um and then i should have
00:50:06
groups that are left feather right feather and
00:50:10
spine if i wanted to do anything with
00:50:11
that so
00:50:12
i need to need to um remove
00:50:16
any of these kind of extra so i want to
00:50:18
keep v box
00:50:20
uh why i want to keep feather mask i
00:50:22
don't need that left u
00:50:24
i don't need the quill i don't need all
00:50:25
that stuff so we're going to go back in
00:50:27
here and we're going to go into i think i
00:50:30
should
00:50:31
actually
00:50:34
well that's fine that's why i can do it
00:50:49
i don't need that anymore it's just kind
00:50:50
of floating in there
00:50:52
these are my outs
00:50:57
contacts here
00:51:05
all right
00:51:08
let's see let's see let's see
00:51:11
all right what did i say i wanted to do
00:51:13
um
00:51:17
here we go
00:51:20
uh group delete
00:51:31
uh left feather right feather spine
00:51:33
that's fine and then
00:51:34
attribute delete i want to delete
00:51:38
everything except
00:51:41
for be box y
00:51:44
feather mask and
00:51:51
length you so i'm going to do a star
00:51:54
so i'll get rid of everything
00:52:00
nope that was on my
00:52:05
there we go so my point attributes i'm
00:52:08
going to say get rid of everything
00:52:11
except for b box y
00:52:14
oh nice little drop down there i like
00:52:16
that that's new
00:52:18
or at least new to me v box y
00:52:21
i want to keep my
00:52:25
length u
00:52:32
and my feather mask
00:52:36
it's always a good idea to just kind of
00:52:37
clean this stuff out especially if
00:52:39
you're working in a team
00:52:40
um you should only pass on stuff that's
00:52:43
uh that's actually
00:52:44
relevant so i got my proper groups and
00:52:47
my length u
00:52:48
and all that stuff so i'm just going to
00:52:49
copy this see
00:52:51
and come over here
00:52:58
delete
00:53:01
and that's fine yeah yep cool
00:53:07
so if i come out to my feathers so i
00:53:10
have my b box
00:53:11
uh why another mask
00:53:14
length u and then my three groups on
00:53:17
each one
00:53:24
oh uh the one thing i do want to since i
00:53:26
have those i know those uh those uvs are
00:53:28
working i'm also going to delete
00:53:32
as well on here uh oh
00:53:35
and these are also all my points i want
00:53:36
those on my my vertices
00:53:39
so uh we'll take and
00:53:42
let's get rid of that shot material path
00:53:44
so we'll do an attribute promote
00:53:52
and we'll promote point to vertex and
00:53:55
that will be texture uv
00:53:57
so that goes my vertices because that's
00:53:59
where uvs should live
00:54:00
and then i'll do an attribute delete and
00:54:02
delete this sharp material path my
00:54:10
primitives
00:54:14
so it should get rid of yeah it gets rid
00:54:16
of that that checkerboard that's on
00:54:17
there
00:54:20
so i know my my uvs are working i don't
00:54:22
need to see that that checkerboard
00:54:23
um because i'm going to i'm actually
00:54:25
going to edit these
00:54:26
i'm going to scoot each one over a
00:54:28
little bit so
00:54:29
uh there is one more thing that i want
00:54:31
to do uh left right
00:54:34
if i go to here i have my left might
00:54:36
have my spine my left
00:54:37
my right and then i think what i'm going
00:54:39
to do as well is i'm going to put
00:54:40
a proxy
00:54:44
on here so i can control
00:54:47
uh how many divisions i have on my proxy
00:54:51
as well so
00:54:53
um this guy
00:54:56
or no this guy right so this is all
00:54:58
controlled
00:54:59
by that so uh let's keep that same kind
00:55:03
of thing going on so left right uh spine
00:55:07
left right i'm going to do edit parameter interface
00:55:18
oh that was terrifying save brian save
00:55:22
save yourself uh all right
00:55:26
get a parameter for interface spine left
00:55:28
right and i'm gonna make another
00:55:30
folder here
00:55:34
this will be proxy
00:55:38
this will be grab an integer put that
00:55:40
there
00:55:46
proxy proxy
00:56:00
divisions
00:56:04
and um
00:56:16
yeah proxy divisions so let's say accept
00:56:18
i should now have a
00:56:28
hmm
00:56:30
i need to put it in the actual
00:56:33
and let's set that to six
00:56:37
and we'll say edit
00:56:40
copy parameter come up into our copy
00:56:44
and say paste relative reference
00:56:50
cool and then up top in our bb feather
00:56:54
what i'll do is i'll just grab i'll say
00:56:58
type properties go into my parameters
00:57:03
and just go and from nodes
00:57:12
there's my controller
00:57:21
another con just take my proxy and just
00:57:25
pull it over here and say
00:57:27
apply so now if i go up to the top
00:57:32
i now have a proxy and that gives me six
00:57:35
so i can do
00:57:37
as many as i want
00:57:40
cool all right so uh save this save
00:57:43
let's say uh save node type
00:57:49
match current definition i'll tell this
00:57:51
one to also match current definition
00:57:56
and so there we go so on all these if i
00:57:58
look at each one of these
00:58:00
i should get
00:58:08
that's why okay so this is becoming it's
00:58:11
one of the small thing
00:58:12
uh so my my my base is
00:58:18
not being calculated okay cool so i just
00:58:20
need to move this down to my d
00:58:22
x min d y min that's going to be my
00:58:25
center
00:58:26
yeah okay so i'm just going to open this
00:58:29
back up uh allow editing of contents and these
00:58:31
are this is just how you kind of
00:58:33
iterate through a system it seems really
00:58:35
boring
00:58:36
but uh it will pay off trust me i keep
00:58:38
on saying that it will pay off
00:58:40
especially when we get to the texturing
00:58:41
phase it'll be really really cool that's
00:58:42
stuff that you can do with this
00:58:44
um so in my copy let's take
00:58:55
let's take our pivot transform
00:59:08
let's look at this from the front view
00:59:18
cool okay so that first copy so if i
00:59:20
take my
00:59:21
uh y my
00:59:24
pivot translate y and i start to scoot
00:59:27
that down
00:59:37
maybe if i bring this one down center
01:00:07
okay let's take this guy and we'll do
01:00:10
this and we'll do y
01:00:12
min
01:00:24
just one no
01:00:43
minus one
01:00:46
minus one
01:00:55
yeah that looks a little bit more even
01:00:57
it looks a little bit more even so let's
01:00:58
go back up
01:01:00
and let's say save node
01:01:03
type properties
01:01:06
yeah that feels much better all right
01:01:08
that's that's that feels way better
01:01:11
yeah yeah yeah cool
01:01:13
[Music]
01:01:17
definition all right
01:01:22
bang
01:01:24
like that all right awesome so now i
01:01:27
don't need these anymore
01:01:30
save okay
01:01:33
so these are all going out to the
01:01:36
actual wing so i'm going to switch these
01:01:38
all back to
01:01:40
that and those will just kind of sit off
01:01:42
the side and those will go out to
01:01:44
out to the wing um
01:01:48
so now what i need to do is i need to
01:01:52
i'm actually going to edit these guys as
01:01:54
um
01:01:56
uvs because i want them one right next
01:01:58
to
01:01:59
one right one right next to another uh
01:02:04
so
01:02:11
so if i take and i merge this
01:02:14
and this and this
01:02:27
so these are my three feathers and
01:02:28
they're all merged
01:02:31
merged together so if i look at
01:02:36
so these are all stuck stuck together so
01:02:38
i'm going to take my primary i'm going
01:02:39
to leave alone
01:02:40
actually no i'll put a i'll put a uv
01:02:42
transform on on each one of these
01:02:44
so uh let's do tab uv
01:02:47
transform
01:02:54
i'm just gonna go here press enter
01:02:58
actually i'll just go ahead and set this
01:03:00
up on each one of these
01:03:34
cool uh so i just scooted those over so
01:03:37
that
01:03:38
and if i do a uv
01:03:47
quick shade
01:04:00
one two
01:04:03
three this one's still a little squish
01:04:05
but i think that's okay that's okay
01:04:06
um the other thing that i could do with
01:04:10
this is instead of these uv transforms i
01:04:12
don't think about it
01:04:17
that
01:04:20
do this i could just do a like a uv
01:04:24
layout
01:04:25
and see what that gives me so uv layout
01:04:37
and i don't want to say none
01:04:40
i still want to be up and down uh and
01:04:43
then scale islands to match
01:04:44
surface area so there that is if i want
01:04:47
my
01:04:48
my textile density to be you know the
01:04:51
same across the board i can do that
01:04:58
so um
01:05:14
yeah i think i'll do that i'm wasting a
01:05:16
fair bit of space though
01:05:22
hmm i want to use as much texture space
01:05:25
as i
01:05:26
as i can because i'm going to need a
01:05:27
pretty large texture for this
01:05:29
um to get that detail in there so
01:05:32
i wonder if there's a way
01:06:08
yeah what have i done
01:06:12
oh it's packing okay let's just do that
01:06:28
could be the scale as well largest pack
01:06:31
there we go
01:06:32
um
01:06:36
let's do like 16
01:06:39
between here and here so the stuff
01:06:41
system butt up right next to each other
01:06:43
and then spread islands yeah i think
01:06:45
that's as good as i'm gonna get right
01:06:47
um
01:06:51
yeah i think that's good that's pretty
01:06:53
good that's pretty good so
01:06:55
um some of my some of my feathers are
01:06:57
gonna have higher density than others
01:06:58
but i think
01:06:59
that is okay for what i'm doing here
01:07:01
okay so
01:07:02
uh let's get rid of that and let's get
01:07:04
rid of these guys don't have to use
01:07:06
those anymore
01:07:12
experiment right so this is like for my
01:07:15
this is for my text string basically uh
01:07:17
okay
01:07:18
so uh i want to be able to
01:07:23
split these back out into each
01:07:26
part so i think what i'm going to do is
01:07:29
i'm going to group
01:07:30
group these before i bring them in
01:07:33
so let's do
01:07:37
a group
01:07:45
primary proxy
01:07:57
it's going to be secondary proxy
01:08:07
and this will be
01:08:12
cove proxy
01:08:19
i'll just call that pry proxy because i
01:08:21
don't want to keep spelling primary
01:08:23
bam like that okay so now here
01:08:27
so after we packed all these guys
01:08:28
together we have these three groups and
01:08:30
we can split them
01:08:31
back out to do whatever we need to do
01:08:33
with them so let's do that
01:08:34
so i'll do a blast
01:08:44
this will be primary
01:08:49
and delete non-selected
01:08:55
scc
01:08:58
and cov
01:09:04
cool so i have my three different types
01:09:06
of feathers so i brought them all
01:09:07
together
01:09:08
i laid out their geometry and then i
01:09:11
split them back apart now
01:09:12
mind you all this stuff is still going
01:09:14
out to my
01:09:15
my actual feather out here so that's
01:09:18
really cool um all right and actually
01:09:23
now i think about it i need
01:09:29
this stuff to continually go to update
01:09:33
because i need those new uvs
01:09:36
because i'm going to export that whole
01:09:37
wing as well so i can see it working
01:09:40
in my texturing package so
01:09:49
so we'll continue to kind of scoot that
01:09:50
down until
01:09:52
we get to the end right so now these are
01:09:55
these are uvd
01:09:56
so uh so this is my my low resolution
01:10:00
geometry
01:10:03
and so what i'm going to do
01:10:09
is i'm actually going to what i want to
01:10:10
do is i'm actually going to merge
01:10:12
my low res and my ultra high res and i
01:10:14
want to scoot these over so i'm
01:10:15
basically going to do the
01:10:16
almost the same thing that i did for my
01:10:19
uh for my um
01:10:25
oh what's the word i'm looking for uh
01:10:27
for the for the uvs i'm going to do the
01:10:28
same thing
01:10:29
for the geometry and then i'm gonna bake
01:10:31
all that data
01:10:32
from my high resolution geometry into my
01:10:35
low resolution geometry and that will
01:10:37
allow me to take it into my texturing
01:10:38
package
01:10:39
be it substance designer substance
01:10:40
painter i even i tested this um
01:10:43
at a lab computer and i didn't have
01:10:45
substance painter so i just i did it in
01:10:46
blender
01:10:47
um so it's all the same concepts just
01:10:49
black and white remapping values
01:10:51
um making your primary like a pvr shader
01:10:54
so your roughness your metallic
01:10:58
your normal and
01:11:01
roughness metallic normal oh and base
01:11:04
color or albedo
01:11:09
so moving along moving along feeling
01:11:12
good feeling good about today
01:11:18
all right so
01:11:21
i already have my proxy groups here so
01:11:24
proxy proxy proxy
01:11:25
i need to make a hi-res group as well
01:11:28
so i'm just going to copy this and go
01:11:31
here
01:11:33
i'm going to call this pre-hi
01:11:39
all right it's gonna get copied
01:11:46
hi
01:11:50
and this guy's gonna get copied
01:11:59
hi okay uh so let's see
01:12:04
um so there's
01:12:08
my out main let's drop that off to the
01:12:11
side
01:12:12
this is going to be this is my high res
01:12:14
here
01:12:17
perfect okay so i'm going to take
01:12:21
this guy and this guy and merge them
01:12:32
so it's both of those together so that's
01:12:34
my high res and my lower resolution do
01:12:35
the same thing
01:12:36
for the other ones so
01:12:40
shuffle this off to the sides get a
01:12:41
little messy okay
01:12:45
so i want
01:12:50
guy and
01:12:53
this guy
01:13:03
we can see how these lay on top of each
01:13:06
other
01:13:07
uh and then same thing this guy and
01:13:10
this guy
01:13:20
and i think maybe my padding is a little
01:13:23
bit too big
01:13:24
yeah a little bit i think i'm wasting a
01:13:25
lot of space in here
01:13:27
so let's go back and do this one more
01:13:30
time
01:13:40
keeping as tidy
01:13:45
possibly can
01:14:10
right cool all right so what i'm going
01:14:11
to do is i'm once again come back in
01:14:13
here uh allow
01:14:14
editing of contents pop in here and
01:14:18
maybe my
01:14:19
bounds
01:14:22
are a little bit too big so let's do
01:14:25
actually i wonder what happens if i just
01:14:26
do zero
01:14:49
so that's a little bit too tight for my
01:14:51
liking i do want
01:14:53
some so i think actually what i'm going
01:14:55
to do is i will
01:14:57
uh i'll make a controller for this or a
01:14:59
proxy
01:15:00
uh so i'll just call this uh
01:15:04
edit interface
01:15:08
and we'll say a float value
01:15:11
we'll call this padding
01:15:28
copy this
01:15:55
all right uh and then same thing i'm
01:15:57
gonna save this because sometimes it'll
01:15:59
crash
01:16:00
type properties
01:16:04
proxy node properties from nodes
01:16:09
another con proxy and drag that padding
01:16:18
over
01:16:28
yeah that 0.01 maybe 0.05
01:16:31
yeah that feels good that feels good
01:16:33
just a little bit
01:16:35
of padding on everything and uh yeah so
01:16:37
let's say
01:16:38
save no type
01:16:43
match current definition
01:16:56
should now get a little bit tighter
01:16:59
response
01:17:00
from yeah there we go
01:17:04
sweet awesome so why am i doing all this
01:17:07
because i want to be able to split these out
01:17:11
into their parts so but i want to
01:17:13
transform them first
01:17:14
so i'm going to put a transform here
01:17:18
on each one of these
01:17:27
and then i'll merge all three of these
01:17:29
together
01:17:31
i'm gonna split this back out again so
01:17:32
let's do
01:17:36
okay so take my secondary
01:17:41
scoot that over
01:17:48
and same thing here it's gonna be 0.4
01:18:06
so now i have my high res's and my low
01:18:08
res's
01:18:09
up more or less lined up
01:18:16
and ready to bake
01:18:22
so now i can split these back out to the
01:18:25
high res and
01:18:26
the low res so let's do that let's do a
01:18:30
i think we just do a split literally a
01:18:32
split because i only want two
01:18:37
so the split should be able to say
01:18:41
uh group i think i can just do star
01:18:44
high yeah so star high
01:18:48
is going to give me my high res and
01:18:50
actually you know what i'm going to do
01:18:51
star proxy just to keep the
01:18:55
order correct so there's my proxy and
01:18:57
then on the other side here
01:19:01
is going to be my high res
01:19:05
and all that luscious information that
01:19:07
we built before
01:19:08
is all going to be transferred down here
01:19:20
okay
01:19:25
and then i believe if i give you five
01:19:27
yeah so there's my
01:19:29
there is my also my uh uh
01:19:34
what i'm looking for um uv map
01:19:37
it's my uv map okay so now here's the
01:19:40
fun part
01:19:41
one i'm going to save this save so what
01:19:44
i want to do so this is my proxy and
01:19:46
this is my hybrid so i'm going to use
01:19:47
a labs tool if you're using houdini and
01:19:51
you're not using
01:19:52
the side effects labs you are doing
01:19:54
yourself a huge disservice there is so
01:19:56
much cool stuff in there
01:19:59
and you don't even know it's amazing so
01:20:01
i'm gonna do a uh
01:20:04
labs i always forget which one it is
01:20:06
there's two bakers
01:20:08
um i think it's the it's the matchmaker
01:20:10
yeah
01:20:17
so what it does is it takes in a low
01:20:18
resolution geometry and a higher
01:20:20
resolution geometry and i can
01:20:22
bake out all this crazy stuff which is
01:20:25
fantastic so
01:20:27
i'm just going to bake out so there's my
01:20:28
low res right remember this is my low
01:20:30
res
01:20:31
and that's going to be my high res
01:20:37
and so for my first bake i'm going to
01:20:39
keep this quite low i'm going to keep it
01:20:40
like
01:20:41
5 12 by 5 12 because i want to make sure
01:20:43
everything's worked uh
01:20:45
so what do i want to transfer uh i want
01:20:47
to transfer a normal map
01:20:49
uh an opacity map
01:20:54
i don't really need roughness i don't
01:20:55
have any diffused color and i don't have
01:20:57
any metallic
01:20:58
but what i do want to pass in is let's
01:21:01
see
01:21:02
i don't really even think i need maybe
01:21:04
alpha um
01:21:06
uh and then so vertex color
01:21:10
i think i need that ao might be able to
01:21:12
use that um
01:21:14
position i might be able to use that uh
01:21:17
and then
01:21:22
yeah and then maybe i'll export my low
01:21:24
in my high as well into fbx's
01:21:26
and now now here's the awesome part the
01:21:27
custom attributes so i can write so this
01:21:30
is why i made all these uh vectors
01:21:32
because
01:21:33
this bound bound y that's a color i mean
01:21:35
even though it's black and white
01:21:37
it's still you know data it's just all
01:21:39
the same
01:21:41
um yeah so that's writing from
01:21:46
this guy right so what i can do
01:21:49
is i can say add attribute
01:21:53
and so i can say let's hopefully be
01:21:56
box y
01:21:59
and another attribute this is going to
01:22:01
be feather mask
01:22:04
i'll make sure i spell these correctly
01:22:07
because i have had times
01:22:09
where if i don't spell this correctly it
01:22:11
will crash
01:22:12
so be very careful
01:22:21
okay so let's save this and it's going
01:22:24
to spit out
01:22:25
to my hip render hip name and then
01:22:28
channel i don't want that let's do
01:22:30
feather
01:22:34
feather mesh
01:22:38
maps
01:22:43
and i do want to keep that channel there
01:22:44
um i think
01:22:46
i want these to be png i think
01:22:49
should work save this again and let's
01:22:52
let this rip see what happens
01:23:00
hey heart dick how you doing man
01:23:08
we are texturing uh today we are
01:23:11
texturing our uh well we're starting to texture
01:23:15
the uh the feathers so
01:23:18
that is not looking promising but let's
01:23:20
see let's see what we get
01:23:21
um let me go and look that
01:23:33
let's go up get
01:23:36
let's look at that data and see what
01:23:38
came up
01:23:53
right so these are what came out so if
01:23:56
we look here
01:23:58
oh this is looking really good and this
01:24:00
is this is only 512 right
01:24:02
i haven't even bumped this up to a
01:24:03
really high value but there's my opacity
01:24:06
uh there's my well that's my alpha uh
01:24:09
this is my
01:24:10
ambient occlusion
01:24:13
i'm sorry my my mouse wheel is going
01:24:15
crazy
01:24:18
all right so there's my opacity kind of
01:24:21
zoom in a little bit
01:24:22
so it's pretty crunchy because it's only
01:24:23
512 but i'm getting
01:24:25
like this really really nice you know
01:24:29
so i'm getting some more a stuff in here
01:24:30
because i don't have the uh the
01:24:32
resolution to control that but
01:24:35
it'll look good it'll look good uh all
01:24:37
right so there's that
01:24:44
uh so it's my amity occlusion
01:24:48
there's my b box y look at that right
01:24:50
it's a nice little
01:24:52
black uh i don't have any color so that
01:24:55
that came out black and then there's
01:24:56
there's my mask that's what that's
01:24:59
what's really gonna
01:25:00
gonna help me so now i can separate my
01:25:02
spine texturing
01:25:04
from my uh from my left hand side to my
01:25:07
right hand side so if i want
01:25:08
one side of my feathers to be one color
01:25:09
one side of my feathers to be in the
01:25:11
other color or one type of material and the other
01:25:13
type of material i can do that so
01:25:15
very very powerful stuff and then this
01:25:16
is my uh length view so if i wanted
01:25:19
them to change color from the root to
01:25:22
the tip i could do that as well
01:25:28
my normal app is looking pretty good
01:25:31
it's my position
01:25:33
now my position i don't think i'm going
01:25:34
to use very much because
01:25:38
uh
01:25:40
one i think i have to make this an exr
01:25:42
and two i move them around in space so
01:25:44
they're not
01:25:45
zero centered anymore so that might not
01:25:47
work
01:25:48
but uh there is one thing i did want to
01:25:50
look at
01:26:02
so my b box y is still
01:26:05
really straight now that i'm looking at
01:26:09
this
01:26:10
so i might have to go back and rework
01:26:12
that i still want that b box y like i
01:26:14
want each one of so there's a gradient so if
01:26:17
we look
01:26:18
at look really really closely
01:26:21
there's a gradient between this and this
01:26:23
i want that gradient i want this guy to
01:26:25
just be
01:26:26
solid right i want it to be a solid
01:26:28
color because i want to be able to color
01:26:30
like that entire quill one color i don't
01:26:32
want it to
01:26:33
to bleed over to another color so maybe
01:26:36
doing that v box wasn't the greatest
01:26:37
idea
01:26:38
um so we can we can we can rework that
01:26:42
eventually uh maybe i'll do it between
01:26:43
the streams um
01:26:45
so so now i know i don't really need
01:26:49
so let's look at
01:26:54
let's do feather mask see and we'll look
01:26:57
at feather mask
01:26:59
okay so there's a feather mask so this
01:27:00
is what these will look like in
01:27:02
in actually in context
01:27:08
okay so let's bump this up to 1024
01:27:12
save again let this run
01:27:35
so obviously the bigger the uh the
01:27:37
bigger the image the longer it's going
01:27:38
to take to bake
01:27:43
okay so that's feeling a little bit
01:27:45
better a little bit better
01:27:51
48.
01:27:59
is that uh
01:28:04
uh my biggest feather is actually
01:28:06
getting the least amount of
01:28:08
of uh of texture space
01:28:32
waiting on this to finish compositing
01:28:59
yeah that ambient occlusion usually
01:29:01
takes a little bit of time i probably
01:29:02
won't even end up using that
01:29:04
but uh we'll see we'll see
01:29:20
yeah that's much better that's much
01:29:22
better so i think i'm liking where this
01:29:23
is
01:29:24
where this is at so maybe uh yeah 2k
01:29:28
but i'm uh so the only thing the thing
01:29:30
about this is you're like oh my god 2k
01:29:32
that's like a huge texture but the
01:29:34
problem the thing is
01:29:35
is this one texture is going to texture
01:29:38
almost my entire wing
01:29:40
so instead of having one like like a
01:29:41
bunch of little individual
01:29:43
textures i have one really large texture
01:29:45
that i can that i load once and then
01:29:47
it just works so this one's looking
01:29:49
really nice this is looking really nice
01:29:50
let's look at what that normal looks
01:29:52
like
01:29:59
so normal maps looking good um
01:30:02
yeah some good overall like this is this
01:30:05
is working
01:30:06
really well so that's what's going to
01:30:09
allow us to give this thing give this
01:30:11
some depth overall um when we when the
01:30:15
when the light rolls across it you're
01:30:16
going to see that light like
01:30:17
hit those hit those bumps really nicely
01:30:19
and it's going to give it that ribbed
01:30:21
that overall ribbed look um
01:30:26
all right so the last thing i want to do
01:30:28
uh inside of houdini well not the last
01:30:30
thing i want to do
01:30:31
for this section is i do want to address
01:30:33
that
01:30:34
um the uh the b box y
01:30:38
that i that i that i set up way up in
01:30:40
here uh because i don't i really really
01:30:42
want to have the ver i'm being i'm
01:30:43
probably being a little bit too spicy
01:30:45
too picky but i want each one of these
01:30:47
barbs
01:30:48
to have a uniform kind of
01:30:51
value instead of just slowly gradating
01:30:54
like it's like these little things like
01:30:55
when you and i don't know how close i'm gonna get
01:30:57
to this but it's like these are the
01:30:58
things i really consider and
01:31:00
um sometimes you can you have the time
01:31:02
to do this and sometimes
01:31:03
you don't um but uh
01:31:08
this is kind of an academic exercise i
01:31:10
want to get as precise as i can
01:31:14
excuse me but this is looking really
01:31:16
nice and like
01:31:17
so i've gone from you know millions of
01:31:18
polygons to you know whatever
01:31:21
this times that is uh and my my uvs
01:31:25
update if i want to change this is all
01:31:27
like 100 procedural so it's a beautiful
01:31:29
beautiful system
01:31:30
uh okay so
01:31:36
do allow editing of contents again
01:31:39
coming here
01:31:40
and so that is let's see
01:31:55
there's something templated on just
01:31:57
templated down here
01:31:59
okay so let's see escape escape escape
01:32:03
escape
01:32:06
okay so this is my top line and this is
01:32:10
my bottom line my top line is coming out
01:32:12
into here and grabbing
01:32:15
this attribute remap over
01:32:18
all so i have this curve u
01:32:23
and i'm copying
01:32:28
curb you to left you
01:32:33
ah that's what i was using that for okay
01:32:35
okay okay okay
01:32:37
and this is quill you okay so left you
01:32:43
so i come to kill you
01:32:54
bounding box okay so let's just replace
01:32:56
this guy
01:32:57
with a different color node someone's a
01:33:00
color
01:33:02
and here instead of b box i'm going to
01:33:04
say
01:33:07
rant from attribute
01:33:11
and that ramp is going to be left you
01:33:15
yeah there we go that's what i wanted so
01:33:18
if we look
01:33:19
very very closely each one of these
01:33:20
little quills
01:33:23
is the same color so i can i can push
01:33:25
that color
01:33:27
onto each little one so let's that's
01:33:28
that's much easier so that was left you
01:33:30
so i'm just going to replace
01:33:33
that b box with left you
01:33:36
so cd b box y
01:33:42
and i might need these later so i'm just
01:33:44
going to keep those around
01:33:58
this guy instead of bounty box
01:34:01
ramp from attribute and
01:34:05
right to you yeah
01:34:09
yeah so you can kind of see it's hard to
01:34:10
see but
01:34:12
um you can kind of see that that
01:34:15
gradient
01:34:16
like kind of wave right there that's
01:34:19
what i'm looking for
01:34:20
so that'll make that'll make a pretty
01:34:21
big difference
01:34:24
okay so we'll do
01:34:27
save node type
01:34:32
match current definition save this bad
01:34:36
boy
01:34:40
and run this one more time
01:34:54
so that we can start to um build out
01:34:57
the uh the look of our feather now
01:35:00
uh while this is cooking what i'm
01:35:01
thinking is i want because i'm having
01:35:04
her be a raven
01:35:05
and she's gonna be norse and uh so i'm
01:35:08
thinking there will be
01:35:10
like like it'll be like my feather
01:35:15
will go like this
01:35:18
and then these will be it'll be mostly
01:35:20
black but then i want to have like
01:35:23
something like this
01:35:26
like that so i want all this to be black
01:35:29
and i want this
01:35:30
i think i want this to be gold
01:35:34
like metal gold like so it looks shiny
01:35:38
um but what i want is i want the uh
01:35:41
the gold i want the
01:35:44
the inside like i want this part
01:35:48
to be very rough
01:35:51
equals like point eight or something
01:35:54
like that and then out here this part and i want
01:35:57
to get shinier and shinier and shinier
01:35:59
so the roughness out here will be like
01:36:02
point
01:36:04
one or something like that or 0.1 so the
01:36:08
idea i think is is that
01:36:10
how i'm thinking about this in my head
01:36:13
is uh
01:36:14
uh like the feathers like that if it is
01:36:17
gold gold whatever and those things are
01:36:19
rubbing up against each other
01:36:20
those edges are constantly polishing
01:36:22
each other right that's the story i'm
01:36:24
gonna that's what i'm telling myself in
01:36:26
my head those edges are constantly polishing
01:36:28
each other and they're always gonna be
01:36:29
very very uh very very smooth because
01:36:32
they're constantly kind of like rubbing
01:36:33
on each other like that and polishing
01:36:34
each other
01:36:35
and knocking off any dirt now as you get
01:36:37
to the center of the feather there's
01:36:39
less and less
01:36:40
uh friction and so dirt will dirt and
01:36:43
things will just kind of
01:36:44
naturally accumulate water or whatever
01:36:46
oxidation will
01:36:47
naturally accumulate in that by that
01:36:49
center spine and you'll get it won't be
01:36:51
as
01:36:52
as bright um so it'll just give us some
01:36:54
some some variation
01:36:55
overall um
01:36:59
what else do i want to do this um
01:37:05
oh the other thing i want to do is
01:37:10
i want a randomized attribute
01:37:14
per strand and that's really easy to do
01:37:25
so i have
01:37:32
here
01:37:52
i'm going to do this here
01:37:55
and i'm just going to do another color
01:38:02
and this is going to be a constant but
01:38:05
this is a
01:38:06
just random oh no don't want to do that
01:38:09
because that's going to color each
01:38:12
primitive
01:38:13
even if i do primitive it's going to
01:38:15
color each primitive random so i want
01:38:17
uh each uh chunk to be a random color so
01:38:21
what i can do is instead of random i can
01:38:24
do random from attribute
01:38:26
and then i can do a connectivity
01:38:32
let's put this to primitive actually no
01:38:34
point
01:38:36
and this will also be point
01:38:42
delete and class
01:38:45
so yeah there we go
01:38:53
so do the same thing as you recopy
01:39:00
two from i'm gonna copy cd
01:39:04
and call this feather rand
01:39:13
and then yeah so
01:39:17
copy that and then just do the same
01:39:19
thing over
01:39:20
here with my
01:39:25
curb base
01:39:43
i'm not really using the curve base very
01:39:44
much but i'm still building out because
01:39:46
if i did want
01:39:47
to you know eventually get super super
01:39:50
close to this
01:39:51
right or i wanted to have like millions
01:39:53
of these and i was doing like a
01:39:54
pre-render thing that i wasn't so i'm
01:39:56
mostly just targeting for like i'm thinking
01:39:59
about how how i would do this
01:40:00
if i had to put this into some sort of
01:40:02
real-time environment
01:40:04
um so you can't put really put curves in
01:40:06
well not yet um
01:40:07
that's coming very very quickly but you
01:40:09
can't really put curves raw curves and
01:40:10
you can't put this much
01:40:12
uh you can't put this much geometry
01:40:15
into uh into a real-time environment yet
01:40:18
um i mean there's uh with the unreal
01:40:22
engine fives is the whole nanite system
01:40:23
and that's only gonna grow but this is
01:40:25
these are gonna be deformable by by
01:40:27
definition feathers flex and bend and
01:40:29
stuff so you can't
01:40:30
you can't use you can't just throw
01:40:31
millions of feathers into into the
01:40:33
system and have them flex and move
01:40:34
around or else it's gonna choke
01:40:36
okay so that's feather rand uh cool
01:40:39
yeah so let's go back out
01:40:44
save no type
01:40:48
and match definition
01:40:52
save so if i come down down down down
01:40:56
down to down to
01:40:57
my hi-res i should have a
01:41:01
feather rand so there's that
01:41:13
yeah so there's my feather brand so i'll
01:41:15
add that to my customs
01:41:16
as well add
01:41:20
f-e-a-h feather
01:41:23
and
01:41:29
okay so let's save this and actually you
01:41:32
know what
01:41:33
because i'm going to actually bake these
01:41:35
out at like a bonkers resolution like 4k
01:41:37
um because i'm not actually going to use
01:41:39
these maps these maps are going to be
01:41:41
used maybe the normal map but these maps are
01:41:44
going to be used to um to generate my
01:41:49
my my other maps so my normal map i
01:41:51
might use directly out
01:41:52
um but i'm probably gonna edit its like
01:41:54
intensity like if i'm if i'm finding
01:41:56
this moire pattern
01:41:57
uh that's what these little lines are if
01:41:59
i'm finding that's too intense i can
01:42:00
i can knock that down in uh in substance
01:42:03
designer
01:42:04
so yeah so i want as much information as
01:42:07
i can get
01:42:14
uh so let's uh hit uh render and let
01:42:17
this cook
01:42:38
and i may even spit out by my um just do
01:42:40
a quick
01:42:41
fbx export of uh
01:42:44
of uh of the whole feather so we'll go
01:42:46
check the whole feather i'll throw a
01:42:48
uv quick shade on it so we can see that
01:42:50
checker happening
01:42:51
on all of the uh all the proxy geometry
01:43:07
the other thing i'm probably gonna have
01:43:08
to do is i'm probably to have to
01:43:09
actually texture that
01:43:10
like the chicken wing that's on the
01:43:12
inside as well and so
01:43:13
uh i think uh substance assigner will be
01:43:16
quite good
01:43:17
um in that regard as well so i might be
01:43:19
able to get uh use um
01:43:21
use the uh flow map tools so we can we
01:43:24
can examine those as well
01:43:53
can i say the word hammond backwards
01:43:58
no no i can't i don't even know what
01:44:00
that means
01:44:06
so this is this is cooking this is
01:44:07
cooking this is cooking um
01:44:09
dare i open substance designer
01:44:17
no no streaming and houdini and
01:44:20
substance designer may be a little bit
01:44:21
too much
01:44:22
so we'll just wait i just have to be
01:44:23
patient learn to be patient and learn to
01:44:26
wait for good things to happen to you or come
01:44:29
to you
01:44:31
i could have probably turned off uh
01:44:36
probably turned off um uh
01:44:40
ao that's taking a long time
01:44:46
look i should be able to see my low-res
01:44:49
and my high-res geometry
01:44:51
look at my
01:44:55
let's see do
01:45:41
so let's see where is my high res
01:46:00
oh there they are there are my
01:46:03
high-res feathers there
01:46:08
and then low-res
01:46:19
about right there so i don't know
01:46:23
it's very strange that they're they're
01:46:25
tessellating like this but that's okay
01:46:29
they're there
01:46:35
oh already i can tell these look really
01:46:37
really good
01:46:46
look at that 4k 4k goodness
01:46:50
up in there man that ao
01:46:53
looks if that ao even looks great look
01:46:55
at that
01:46:59
yeah so this is that b box y i was
01:47:00
talking about that i was that i was
01:47:02
working on
01:47:03
so if we come into here we can see now
01:47:06
each strand is one so you can actually
01:47:10
see the the overlap
01:47:11
there it's very subtle
01:47:16
but this strand is subtly darker than
01:47:18
that one and so on and so forth so we
01:47:20
can all it's almost like a depth pass you could
01:47:23
look at it if you really want to look at
01:47:24
it that way
01:47:28
so that's really cool
01:47:46
and the rest are still being written
01:47:48
let's look at a
01:47:52
mask it's looking really good
01:47:56
it's really good overall um random
01:48:07
that's looking really nice so what i can
01:48:09
do with that random what i can do with
01:48:10
this random
01:48:11
is i can i can use that to modulate
01:48:14
uh shininess from strand to strand to
01:48:17
strand
01:48:18
just adds a nice little bit of like
01:48:19
non-computery
01:48:21
uh ness while using computer units and
01:48:23
then i have my opacity
01:48:24
my feather position and my
01:48:28
length u
01:48:34
oh yeah that's beautiful that's gonna
01:48:36
work very very nicely
01:48:37
once we get that in so this will allow
01:48:40
me to modulate like i said i want the
01:48:42
the center to be less rough and the
01:48:44
outside
01:48:45
to be to be more uh no i want the center
01:48:47
to be more rough
01:48:48
and the outside to be less rough
01:48:52
so i might just get away with just
01:48:53
inverting inverting this
01:48:57
and then my normal map
01:49:01
yeah this is looking great
01:49:06
so just let this finish i think it's
01:49:10
doing position now
01:49:15
i might actually hold off on doing this
01:49:17
until until next time because this is
01:49:18
just this is just finishing up
01:49:20
uh finishing up uh um
01:49:24
compositing but what i will do is what
01:49:26
we can do is i can put a just like kind
01:49:28
of like a uh
01:49:29
uh like a quick material on this just to
01:49:32
see what it'll look like in
01:49:36
and uh yeah i think that'll be that'll
01:49:38
take us to
01:49:39
to to
01:49:50
why this is taking so long
01:50:20
stop messing with things bentley um so
01:50:24
while this is uh doing whatever it's
01:50:27
going to do
01:50:32
those those maps right and
01:50:37
it's a really powerful idea this this is
01:50:39
zero to one
01:50:41
right so if we look at that from the
01:50:42
side
01:50:44
right if we have
01:50:48
let's blackboard this
01:50:53
so let's say this is my
01:50:57
so this is zero zero
01:51:00
this is uh x is one y is zero
01:51:04
and y right
01:51:07
so this is black
01:51:13
and this up here is white
01:51:22
you have this line so this would be a
01:51:24
straight gradient right so this would be
01:51:26
um like if i were to do this in
01:51:29
photoshop
01:51:30
it would like be like really sparse and
01:51:33
then it would get
01:51:34
thicker and thicker and thicker like
01:51:36
that right
01:51:37
so um
01:51:41
and this is what the the the curves uh
01:51:44
tool is doing in photoshop so if i take at
01:51:47
0.5
01:51:48
and go across here and i go at 0.5 we go
01:51:51
across here
01:51:53
missed right this point here
01:52:00
should be 50 gray
01:52:03
if i have a straight linear black to
01:52:05
white now when i take
01:52:07
if i go into my my curves node
01:52:10
in photoshop or sub designer or sources
01:52:13
painter or
01:52:14
whatever basically what i'm doing is i'm
01:52:16
pushing around this middle value so i
01:52:17
can make
01:52:18
this go like that
01:52:22
right so now instead of 50 i'm at like

Description:

In this stream, we're getting into some procedural texturing to build up a super-detailed texture on our feathers! Watch the full Valkyrie series: A Norse God-Inspired Character 3D Model (Part 1) - https://www.youtube.com/watch?v=ecB2znYYucs Exploring Procedural Feather Generation in Houdini (Part 2) https://www.youtube.com/watch?v=oGwZViYE6Og Feather Systems in Houdini with Rotations and Hair Curves (Part 3) https://www.youtube.com/watch?v=aOQoWpmnA0U Feather HDA and Poxy Replacement (Part 4) - https://www.youtube.com/watch?v=-jGc9Q9vaD4 Feather Proxy Construction, Attributes and Texturing in Houdini (Part 5) https://www.youtube.com/watch?v=kFDyq7VBLJk Taking Feathers into Substance Designer for Texturing (Part 6) - https://www.youtube.com/watch?v=3wWl_jsrbNo Valkyrie: Finishing Touches on Wings and Talons (Part 7) - https://www.youtube.com/watch?v=1eceJwFLozw Creating Scales in 3D Modeling (Part 8) - https://www.youtube.com/watch?v=vpvaRtfVwYY Meet your mentor: Award-winning VFX artist Bryan Bentley has worked at major studios like ILM, The Jim Henson Company, and Rhythm & Hues on movies such as Pacific Rim, Transformers 3 & 4, Rango (Oscar for Best Animated Film) and The Golden Compass (Academy Award for best visual effects). Bryan has held university teaching and professorship positions all over the world and is now CG Spectrum's 3D Modeling Department Head. His specialties include 3D Modeling, Rigging, Creature FX, Python Programming, Rigid Simulation and Geometry Fracturing for Destruction. To have Bryan as your mentor, or to explore 3D Modeling courses visit: https://www.cgspectrum.com/3d-modeling%E2%80%8B CG Spectrum is a Rookies certified school. Courses are 100% online and include mentorship from an industry professional with years of experience working on major films and games. Learn more at: https://www.cgspectrum.com/ Want to stay updated on free webinars, livestreams, contests, career tips, portfolio advice, and interviews with the pros? Sign up for our newsletter here: https://cgspectrum.institute/newsletter CGS Live - Modeling 48 - Feather Proxy Construction, Attributes and Texturing in Houdini

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  • The most convenient way is to use the UDL Client program, which supports converting video to MP3 format. In some cases, MP3 can also be downloaded through the UDL Helper extension.

mobile menu iconHow can I save a frame from a video "Feather Proxy Construction, Attributes and Texturing in Houdini"?mobile menu icon

  • This feature is available in the UDL Helper extension. Make sure that "Show the video snapshot button" is checked in the settings. A camera icon should appear in the lower right corner of the player to the left of the "Settings" icon. When you click on it, the current frame from the video will be saved to your computer in JPEG format.

mobile menu iconWhat's the price of all this stuff?mobile menu icon

  • It costs nothing. Our services are absolutely free for all users. There are no PRO subscriptions, no restrictions on the number or maximum length of downloaded videos.