you dont know how much it helps making the video to the end and showing how you applied the shaders and how u make the snow shader thank you so much one of the best out there maybe the best for tutorials!!
This is probably one of the best Houdini tutorials around! I'm a beginner and managed to render something I can be proud to show to other people. I have only one small challenge right now, I can render the sim flawlessly but the test geometry toy doesn't show on the final render, I know I might be missing something really obvious but if anyone know please help...
Hey, love the videos! This snow looks great. I got to the point rendering it in karma cpu, but XPU is still not supporting WW. However official Houdini 20 release has a snow showcase in XPU. Have you found the solution/documentation/any leads?
If anyone interested: for Karma XPU, instead of WW shader, use basic uniform pyrovolume material, with very high density. The typical glitter should be achieved by scattering small randomly oriented planes with highly reflective shader, probably comping it in post. The volume makes it look too smooth so I also added a little bit of very high frequency noise to the density to get even more defined details to the snow.
You could do the reflection trick for volumes by just converting the vdb into mesh and adding transparent reflectionlayer on top of it in comp, or you could render separate mesh reflection aov from that mesh. So it would be laid in top of the volume. Im sure you can do it in render too but if youre doing multipass compositing anyways i find it better
Thanks for the great tutorial, unfortunately I can't find how to do the trick with highlights on the volume using Arnold render, the standard volume shader in Arnold doesn't have a reflection slider, maybe you know how to do it in Arnold?
@@indianvfxschool In the end, I rendered with particles, made a pscale gradient from density and made an instance of small particles like little stones instead of spheres, but my computer don't pulled out more than 1.5 million particles, this method looks good too, considering that the rendering time of the volume is simply huge) it seems to me that it is worth adding to this effect a small simulation of light smoke, which does not lie on the surface, but is sprayed around the bulk of the snow for greater realism :) And thanks a lot for your tutorial!
Solved* Attribute transfer is not combining both attractionweight values it's just keeping the bigger chunks and not keeping the smaller attractionweight noise, I have no idea why. Anyone have a solution? - Accidentally forgot to change vector to float on attribute noise.. 🤦
how would I take something like this in UE 5? im trying to export it as an alembic and it wont work. The import fails in UE. Usin UE 5 as my render engine tool
u need to undervolt it unfortunately. Here in summer where we have around 40c it overheats over 100 degrees and it shutsdown pc. Even with triple watercooler, this cpu cannot be tamed. Only solution is undervolt, lose a little performance but remain stable
@@TabascoDev I'm using similar processor, 7950x AMD. I prefer amd much more as they stay more cool and don't throttle. A normal liquid cooler does the job well enough to never make it throttle.
i also have 13900k ....just limit cpu to 288 w boxed cooler mode and turn off enhanced turbo or multicore enhcncement it stays cool and limits power draw
Really awesome tutorial, short , sharp and essential, thanks alot!
Awesome tutorial! The density + gradient trick for faking normals is super smart. Keep it up!
Thank you. Glad you liked it. The gradient tricked is the same thing used for Rendering Foam/Splash etc and it can be used for Snow as well 🙂
Very nice, reallly its by far the best Snow.
Thanks Pankaj. You really helped lots of Maya FX artist. Loved your videos 😊
supper tutorial…. its time to india for VFX …#Pakistan
you dont know how much it helps making the video to the end and showing how you applied the shaders and how u make the snow shader thank you so much one of the best out there maybe the best for tutorials!!
GREAT THANKS FOR THESE AMAZING TUTORIALS DEAR MENTOR
really awesome information
thank you bro. ❤❤👍👍
U really nailed the look of the snow!. Awesome
Awesome video
Great work! Great pace also! Thanks for sharing!
To everyone else’s point amazing tutorial. Didn’t have a hard time following along and everything was explained really well. Keep up the good work.
Really good Tutorial bro 🎉
Hi, Thanks for the awesome tutorial, how would you handle the highlights in octane?
very interesting !
Great tutorial ❤
Anty chance you could update the tutorial using Karma?
I have added a comment with a "solution"
Fantastic... 👌
great tutorial!
Great snow tutorial! Is it possible to render this look in Karma? I haven't found there a Volume Density option in the Karma shader , Thank you.
Can we use the density + gradient trick in karma cpu or XPU yet?
Waoo
This is probably one of the best Houdini tutorials around! I'm a beginner and managed to render something I can be proud to show to other people. I have only one small challenge right now, I can render the sim flawlessly but the test geometry toy doesn't show on the final render, I know I might be missing something really obvious but if anyone know please help...
Really great tutorial, thanks.
Could you please address how we can export that to blender and render it there!
Thanks again
You can export them as alembic points.
please can you do a video on how to do that? I'm currently stuck trying to export it to polygon to render in Maya@@indianvfxschool
how we can render that in redshift? can redshift read the gradient or fake normal of the volume?
Great tutorial!
do you have any ideas how to make it work in redshift?
I want to export it as particles or can I make a volume as well?
I think with any 3rd party renderer its best to follow particle workflow
Is there a way to export this snow as polygons?
Hey, love the videos! This snow looks great. I got to the point rendering it in karma cpu, but XPU is still not supporting WW. However official Houdini 20 release has a snow showcase in XPU. Have you found the solution/documentation/any leads?
If anyone interested: for Karma XPU, instead of WW shader, use basic uniform pyrovolume material, with very high density. The typical glitter should be achieved by scattering small randomly oriented planes with highly reflective shader, probably comping it in post.
The volume makes it look too smooth so I also added a little bit of very high frequency noise to the density to get even more defined details to the snow.
@@sebastianbaalbaki1704 hi,do you increase the volume limit?
@@sebastianbaalbaki1704 do you have some hips i can learn from?
Snow look like realistic! What about snow shader in redshift?
You could do the reflection trick for volumes by just converting the vdb into mesh and adding transparent reflectionlayer on top of it in comp, or you could render separate mesh reflection aov from that mesh. So it would be laid in top of the volume. Im sure you can do it in render too but if youre doing multipass compositing anyways i find it better
Thanks for the great tutorial, unfortunately I can't find how to do the trick with highlights on the volume using Arnold render, the standard volume shader in Arnold doesn't have a reflection slider, maybe you know how to do it in Arnold?
Ahh, these things are best done with native Houdini render engines, anything other needs a scratch built setup.
@@indianvfxschool In the end, I rendered with particles, made a pscale gradient from density and made an instance of small particles like little stones instead of spheres, but my computer don't pulled out more than 1.5 million particles, this method looks good too, considering that the rendering time of the volume is simply huge)
it seems to me that it is worth adding to this effect a small simulation of light smoke, which does not lie on the surface, but is sprayed around the bulk of the snow for greater realism :)
And thanks a lot for your tutorial!
Solved*
Attribute transfer is not combining both attractionweight values it's just keeping the bigger chunks and not keeping the smaller attractionweight noise, I have no idea why. Anyone have a solution?
-
Accidentally forgot to change vector to float on attribute noise.. 🤦
very nice! With more substeps you could get rid of the repetitive banding too while its falling quickly
can you make detailed tutorial about the RBD destruction?
Hi... Awesome tutorial! What if I want to export the simulation as a geometry that I can import into Maya, how will I approach that?
You can export the points as alembic and import it in maya using bifrost or some other alembic particles proxy loader.
how would I take something like this in UE 5? im trying to export it as an alembic and it wont work. The import fails in UE. Usin UE 5 as my render engine tool
I like it, but rendering is very slow .. Does anybody know how to make it faster? Karma XPU doesn't work with this shader :(
Is it possible to export this sim as alembic and use outside houdini?
sir mera sim ka file cache bhaut he slow hora h , i7 12th gen 32 gb ram h specs
😍😍😍
cool. it's possible to make the same snow in tyflow?
attractionweight not work for me((
Excellent tutorial.
Btw could you please share your computer specs?
Because my 13900 is burning. 🤣
u need to undervolt it unfortunately. Here in summer where we have around 40c it overheats over 100 degrees and it shutsdown pc. Even with triple watercooler, this cpu cannot be tamed. Only solution is undervolt, lose a little performance but remain stable
@@MotionPunk thanks for your advice. I am using be quiet dark rock pro 4, performance is marginal. 😬
@@TabascoDev I'm using similar processor, 7950x AMD. I prefer amd much more as they stay more cool and don't throttle. A normal liquid cooler does the job well enough to never make it throttle.
i also have 13900k ....just limit cpu to 288 w boxed cooler mode and turn off enhanced turbo or multicore enhcncement it stays cool and limits power draw
is it possible to make snow like this in tyflow?
Simulation wise you can, biggest problem will be Rendering as we don't have a proper volume shader which can show specular.