Epic Environments Made Easy | Using Biomes in Houdini

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  • เผยแพร่เมื่อ 23 ธ.ค. 2024

ความคิดเห็น • 21

  • @notverydarkmagic
    @notverydarkmagic 3 วันที่ผ่านมา +3

    Hey Arvid, Mai from SideFX Labs here. Thank you so much for trying out our tool and make such a cool tutorial with it. We really appreciate it! :) A small thing: at 20:10, the output of Labs Biome Define should be connected with the 2nd input of Labs Biome Attributes to Terrain. The Labs Biome Define nodes are also only used when you have multiple different biomes on your terrain, in which case you need to set up different biome regions using Labs Biome Region Assign, and then connect biome regions (represented by one HF layer per biome) to the 3rd input of Labs Biome Attributes to Terrain. When that 3rd input is not connected, the 2nd input is ignored, and the biome attributes are coming directly from the Default Attributes tab on the same node.
    You can find more details in the example file we provided, but apologies since many of these do not seem intuitive enough. The toolset is still in alpha, and we will keep improving its functionalities and UX. Thanks again!

    • @arvidurs
      @arvidurs  3 วันที่ผ่านมา +1

      Hey Mai! Thanks for the explanation! I did check out the file, must have missed that step. Had also a quick chat with Baylee on the Discord.
      Yup, I was aware that it's still alpha, and I know there will be changes to come. I couldn't resist playing with it though.
      If you have updates you'd want me to test, I'm happy to!

  • @Maxrast5
    @Maxrast5 3 วันที่ผ่านมา +5

    That's actually helpful, would love to see more videos about environments in the future. As always cool stuff, Arvid!

  • @antoniopepe
    @antoniopepe 3 วันที่ผ่านมา +1

    Thanks for sharing this great workflow. 🙌

  • @mikelockett
    @mikelockett 3 วันที่ผ่านมา

    CFBR. Thanks for another great tutorial, Arvid!

  • @chrystahiser8364
    @chrystahiser8364 3 วันที่ผ่านมา

    Hey Arvid! At about 9:06, what shortcut are you using to create the SOP import node within the Copnet? I did a Ctrl + Shift + v and I didnt seem to work. Thanks!

    • @arvidurs
      @arvidurs  3 วันที่ผ่านมา

      Oh yeah that is ODTools - that has all sorts of helpers for Houdini

    • @chrystahiser8364
      @chrystahiser8364 3 วันที่ผ่านมา

      @@arvidurs Thanks! Ill check that out

  • @cgbintang
    @cgbintang 3 วันที่ผ่านมา

    Keep it up man!

  • @wewantmoreparty
    @wewantmoreparty 3 วันที่ผ่านมา

    great thanks, how did you make you null like that 06:38 in?

    • @fletch_fx
      @fletch_fx 3 วันที่ผ่านมา +1

      hit z on on your keyboard to change a null's shape. If you want to permanently change the shape so it appears modified every time you place that node, hold shift, then drag and click the new shape onto the node whilst its selected.

  • @ElliotForrest
    @ElliotForrest 3 วันที่ผ่านมา

    Hey @Arvid , Great tutorial, thanks for taking the time to go through it all. I'm struggling to see the different mesh parts split out in LOPS and therefore i cannot shade each component part (Leaves, Bark etc) separately. I can see them if I SOP import and use subset groups but this way bypasses Biomes altogether, which is obviously no good. Do you have any thoughts? All the best.

    • @arvidurs
      @arvidurs  3 วันที่ผ่านมา +1

      I would need to see what you got, otherwise it's hard to debug. You can share it on the discord if yo like

    • @ElliotForrest
      @ElliotForrest 3 วันที่ผ่านมา

      ​@@arvidurs- Thanks man, ill share tomorrow, appreciate it.

    • @ElliotForrest
      @ElliotForrest 2 วันที่ผ่านมา

      @@arvidurs - I've posted in the discord.

  • @gfxfarhan
    @gfxfarhan 3 วันที่ผ่านมา

    I love your content 💖💖 keep creating

  • @scarabrae
    @scarabrae 3 วันที่ผ่านมา

    Nice one!

  • @troopxl666
    @troopxl666 3 วันที่ผ่านมา

    Thanks!

  • @nepo10ball
    @nepo10ball 2 วันที่ผ่านมา

    Gpu?

    • @arvidurs
      @arvidurs  2 วันที่ผ่านมา

      Yes, using Karma XPU

  • @johnli4006
    @johnli4006 3 วันที่ผ่านมา

    FIRST!