02 - ATTRIBUTE WETMAP - MFX Modules for Houdini

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  • เผยแพร่เมื่อ 10 ก.พ. 2025
  • Project file can be found here:
    markfancher.gu...
    Module 2 will cover the basic Attribute Wetmap technique. We’ll learn how we can use a solver to stick attributes our geometry and look at a couple practical applications such as raindrops and footprints.
    MFX Modules are micro-setups / Houdini knowledge chunks that come up a lot in my other tutorials. The fundamental vex and computer graphics concepts behind these modules will surely enrich your Houdini knowledge wherever you are at in your Houdini journey!
    Linktree: linktr.ee/mark...

ความคิดเห็น • 29

  • @neondepth
    @neondepth ปีที่แล้ว

    Super informative. The way you describe what is happening with your vex code in each tutorial is really helpful.

  • @alaezalfa
    @alaezalfa ปีที่แล้ว

    sooo useful thanks!

    • @MarkFancherFX
      @MarkFancherFX  ปีที่แล้ว

      Dear kind human, thank you for your support!

  • @zotake
    @zotake ปีที่แล้ว

    Love this series and how you explain what you are doing. Thanks again!

  • @fahim618
    @fahim618 ปีที่แล้ว

    I just started learning Houdini. I'm a big fan of yours sir. Thanks for making videos and teaching us cool stuff.

  • @francescomatera2904
    @francescomatera2904 ปีที่แล้ว +3

    Amazing video, thank you!!
    But you don't need an attribute wrangle, just Prev_frame and Imput_2 into attribute transfer.

    • @MarkFancherFX
      @MarkFancherFX  ปีที่แล้ว +1

      Oh i never thought about it like that. Nice!

  • @drumlordbeats4952
    @drumlordbeats4952 ปีที่แล้ว

    if you set the distance metric to distance from surface, most cases it speeds up the mask from geometry node :') loving the series so far! thank you

  • @ChrisKania
    @ChrisKania ปีที่แล้ว

    Awesome little setup

  • @facadevhive
    @facadevhive ปีที่แล้ว

    Thank you Mark, this is great!

  • @kir11
    @kir11 ปีที่แล้ว

    Very handy info! Thanks!

  • @yoolkimpapa
    @yoolkimpapa ปีที่แล้ว

    Just incredible

  • @marc1137
    @marc1137 3 หลายเดือนก่อน

    im emitting some vellum objects being created every some frames , and some vellum fluid interacting... i do this attr transfer and its ok ,but when try the solver to keep the color , even if do the cache to have the prev frames , seems happen nothing... i wonder if need more complicated stuff in this situation

  • @ronak8637
    @ronak8637 ปีที่แล้ว

    Wow this is gold. Thank you mark. I just want to know how can we use all these animated masks in vellum solver?

    • @MarkFancherFX
      @MarkFancherFX  ปีที่แล้ว

      Thanks! That's a little more involved than I can answer here, but maybe I'll do a more in depth tutorial on it someday. You could try to use it in a way that is covered in this tutorial:
      th-cam.com/video/DalGtAi2PGI/w-d-xo.html

  • @villaintheatre1532
    @villaintheatre1532 ปีที่แล้ว

    session number two completed :D

  • @randomgamer3466
    @randomgamer3466 8 หลายเดือนก่อน

    how could i paint on moving targets? this setup breaks when movement comes into play

  • @paoloricaldone6273
    @paoloricaldone6273 ปีที่แล้ว

    Thanks!

  • @philippwelsing9108
    @philippwelsing9108 ปีที่แล้ว

    Excellent! Would you know a reason why the real time toggle is not ON by default? Wouldn't that be the more reasonable default? Always asked myself that.

    • @MarkFancherFX
      @MarkFancherFX  ปีที่แล้ว +1

      I’m not sure. I think maybe if it’s off it gives an overall better sense of what the performance of the scene is? It is odd though. I feel like most of the time my scenes play back slower than real-time anyways 😂

    • @philippwelsing9108
      @philippwelsing9108 ปีที่แล้ว

      @@MarkFancherFX Haha, same. I think it should rather be the other way around - disabled only IF you want to speed things up to the max. 🤝

  • @BobBob-mg3mi
    @BobBob-mg3mi ปีที่แล้ว

    Hey Mark! Your tuts are really helpful. Just wanted to know if there's a way of using greyscalegorilla premade redshift materials in houdini? I'm not sure how I'd go about this

    • @MarkFancherFX
      @MarkFancherFX  ปีที่แล้ว

      I don't know of any automated way, I imagine it's just a matter of bringing in the individual maps and constructing the shader graph.

  • @Keleji
    @Keleji ปีที่แล้ว

    The third wet map is played at the beginning. Why does the map read the points of the plane?

    • @MarkFancherFX
      @MarkFancherFX  ปีที่แล้ว

      This is just an attribute wetmap, so it only affects geometry rather than creating a higher resolution map that can be used in UV space.

  • @victorlucas821
    @victorlucas821 ปีที่แล้ว

    Dude, you're overcomplicating this, you're scaring away beginners!

    • @MarkFancherFX
      @MarkFancherFX  ปีที่แล้ว +6

      I'm sorry to have offended you with my professional free 15 minute tutorial😅

    • @victorlucas821
      @victorlucas821 2 หลายเดือนก่อน

      @@MarkFancherFX I don't know where you get the idea that I'm offended.
      Bad advice is bad even for free. Of course it's great that you're trying to help, but you've made it unnecessarily complicated.