Getting Started with the Asset Gallery | Houdini 19

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  • เผยแพร่เมื่อ 15 ก.ย. 2024
  • When you first get started with the asset gallery in Houdini 19 it is a good idea to start organizing and deciding how you want to manage your gallery or galleries. This video will cover the basics of the asset gallery and how to start using it.
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ความคิดเห็น • 14

  • @stryd3rHD
    @stryd3rHD 2 ปีที่แล้ว +1

    great tutorial stormz

  • @tsiwt
    @tsiwt 2 ปีที่แล้ว

    hi stormz thx for video. does it make sense to save everything in the asset gallery and not jus typical assets. like if I do a pop particle animation would it be beneficial for me to save it as a reusable asset I can import later , is this the approach you are taking? thx

    • @InsideTheMindSpace
      @InsideTheMindSpace  2 ปีที่แล้ว +1

      That is actually a very interesting idea. I could see that being an interesting workflow for certain situations. Maybe have a library of ready to go smoke or fire sims or explosions maybe. I am not taking that approach currently but i could definitely see that being a workflow that could work.

  • @job_hobby9752
    @job_hobby9752 2 ปีที่แล้ว

    Thanks StormZ, did you figure out how to create such assemblies through Compound builder? I'm specifically interested in the texture issue. The geometry itself is written to the usd file, but the textures stay in place and are not copied to the folder with the asset, mine seems they are not copied to usd either, but are written only as a link/path to textures. I didn't find any information on the forum or in the documentation about this

    • @job_hobby9752
      @job_hobby9752 2 ปีที่แล้ว

      And one more question, have you thought about how you can effectively pair Houdini assets with Clarisse iFX? I understand that the lookdev is not transferred yet and you have to work with materials in Clarisse too, but it already looks like some kind of bridge between the two programs. In theory in Houdini you can create assets, use Layout LOP to place them and the camera the way you want it, and then save the whole scene in a small USD file that doesn't store geometry, but only references it, so it will be a small file. And shading and lightings should be done in Clarisse. Or am I wrong?

    • @InsideTheMindSpace
      @InsideTheMindSpace  2 ปีที่แล้ว

      It actually shouldn't be too difficult to keep the textures with the assets themselves. The easiest way to do that would be to export the usd file using the component builder without textures to create the folder structure. From there you could create a textures folder in the USD assets file folder and copy the textures into that folder and then create the material and export again overriding the initial USD file that had no material set up. In theory this should work. I haven't actually tried it myself but I have no reason to believe it wouldn't

    • @InsideTheMindSpace
      @InsideTheMindSpace  2 ปีที่แล้ว

      I have thought about Clarisse and how to effectively utilize it in combination with this Solaris workflow however I don't know if what you are referencing specifically is the best way to utilize the best parts of both programs. It is something I am actively thinking about and working on. My current thoughts are that clarisse might be best utilized to double check that the higher poly assets are being placed in ways that look the way you want come final render specifically in scenes where the high poly assets could differ in shape. Specifically I am thinking about trees as they are difficult to create super low poly versions that match the shape of the high poly. Feel free to discuss further in my discord as it is a very interesting topic

    • @job_hobby9752
      @job_hobby9752 2 ปีที่แล้ว

      @@InsideTheMindSpace I have already joined, I agree, discussing such topics there is much more convenient and productive

  • @zombiebobo
    @zombiebobo 2 ปีที่แล้ว

    thanks , any tip how to convert bgeo models to usd or

    • @InsideTheMindSpace
      @InsideTheMindSpace  2 ปีที่แล้ว +1

      You should be able to export them to USD but bgeo is Houdini specific so you will lose some of the data since they arent specific to Houdini. Not exactly sure what you are trying to convert

    • @zombiebobo
      @zombiebobo 2 ปีที่แล้ว

      @@InsideTheMindSpace Hi thanks, but I don't get the part of how to export them as USD? , I have a big collection of models on my hard drive I saved it as .bgeo with thumb nails and .jpg , so I want to find a way to automate the process and have them all saved into the new usd format into the asset gallery :P (in case you wonder why .bgeo well basically there is this plugins called modeler that I bought and it saves any model in .bgeo with thumbnail and have something called kitbash menu that similar to asset gallery)

    • @InsideTheMindSpace
      @InsideTheMindSpace  2 ปีที่แล้ว +1

      @@zombiebobo I am afraid I may not be the best person to answer this as I tend to not work with .bgeo all that much but I might be able to point you in the right direction. If there is a way to do it most likely it will be setting up a component builder tree in Solaris and then setting up a TOP network that loops through all of your assets and auto-populates the file paths. Unfortunately thats where my help would probably end as I haven't actually used TOPs but I have seen it used for very similar things. I don't remember the name of the presentation but there is a Houdini presentation where this same thing is essentially done for different flooring renders for a stores website.

    • @zombiebobo
      @zombiebobo 2 ปีที่แล้ว

      @@InsideTheMindSpace thank you :) that’s what I needed as a start I will research it further Cheers

    • @InsideTheMindSpace
      @InsideTheMindSpace  2 ปีที่แล้ว +1

      Good luck!