CG Hair Fur workflow in Houdini for VFX and Games | Saber Jlassi's GDC 2017 Presentation

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  • เผยแพร่เมื่อ 20 ส.ค. 2024
  • This is a recording of the presentation that Senior Technical director at Blizzard Cinematics - Saber Jlassi gave at the SideFX booth at GDC 2017.
    Topic:
    Creating a custom grooming system in Houdini for VFX and Games.
    Chapters:
    --Hair grooming For VFX.
    --Auto generating cards with texture for Real-time rendering.
    --Exporting the hair for real-time rendering using Nvidia Hairworks.
    Contact Saber Jlassi:
    / sjvfx
    sabervfx@gmail.com
    For more please visit:
    www.cgrecord.net/
    www.cgrecord.tv/
    / cgrecord
    / cgrecord.net

ความคิดเห็น • 18

  • @TalhahMahomedy
    @TalhahMahomedy 4 ปีที่แล้ว +23

    This is by far the most interesting video I’ve ever watched on TH-cam. Disclaimer: I’m very high.

  • @somawheels12
    @somawheels12 6 ปีที่แล้ว +5

    Th 8K maps are quite a catch, but other than that, amazing work!

    • @Clienad0
      @Clienad0 6 ปีที่แล้ว

      Good point. Any idea how you could use a best fit to make it so you have a few pre defined cards that it uses that can be assigned to those planes that best match? You know the shape of most clusters so you can probably reduce the number of clusters assined to unique textures spaces in the final output by a comparison???????? far beyond my scope tbh. If the AO is separated to another UV like an environment light map it shouldn't be a problem. Good question. Houdini ganbareee!!

  • @HiredGunGames
    @HiredGunGames 7 ปีที่แล้ว +5

    this is awesome... but holy shit that's a long ass process... we need a plugin to do all of this

  • @MONEYVAL9
    @MONEYVAL9 6 ปีที่แล้ว

    I love houdini .

  • @gnagyusa
    @gnagyusa 5 ปีที่แล้ว +3

    Wow. That workflow is about a 1000x more complicated than it should be.

    • @Luxalpa
      @Luxalpa 3 ปีที่แล้ว

      It got improved in Houdini 16.5 and 17.0

  • @genkidama7385
    @genkidama7385 6 ปีที่แล้ว

    nice results.

  • @2sahn234
    @2sahn234 6 ปีที่แล้ว

    can you bake the ray directional vertex information to the card's Vertex Color. Its the information that realtime shader use to play wind animations. but its not on texture space but on mesh's vertex's color information.

    • @Clienad0
      @Clienad0 6 ปีที่แล้ว +2

      Would it not be better to create a bone chain that runs along the clumps center skin then add physics to the bones?? That way you could have interactions with other bones. Wait... Can you dynamically move vertices in a differed rendering? I suppose you could just set a 0 at the root and 1 at the tip and just add a random noise to the scene for wind etc that could work. It works on grass right!

  • @emilysanders3966
    @emilysanders3966 7 ปีที่แล้ว +1

    Hey where did you get this model? thanks

  • @Cactuspractice12
    @Cactuspractice12 6 ปีที่แล้ว

    Just curious, my low poly model has been topologised in quads, not triangles, will this still work?

  • @dddmod6596
    @dddmod6596 5 ปีที่แล้ว +1

    Worst of all when instead of showing how this to do the teachers take and tell

  • @RikkTheGaijin
    @RikkTheGaijin 7 ปีที่แล้ว +8

    8k textures for game hair. Yeah, good luck with that.

    • @alexjoss3932
      @alexjoss3932 7 ปีที่แล้ว +7

      "at Blizzard _Cinematics_"

    • @krwq
      @krwq 7 ปีที่แล้ว +5

      some people generate their textures...

    • @Clienad0
      @Clienad0 6 ปีที่แล้ว +1

      I think you can use this on characters for Cinematics and use a nearest match in houdini to grab a simpler texture that is close enough to get a close representation for real time use. cleanly creating the same quality with less texture space. This I feel is viable. I need to replicate this before I can be sure. would be nice to see the original Houdini Nodes before I put my foot where y mouth is.

    • @Clienad0
      @Clienad0 6 ปีที่แล้ว

      It is certainly worth replication to see if it is viable or if it can be optimized. Which it with ought a shadow of a doubt can. Nice work! Been pissing about with xgen in maya and trying to get it to behave the same way and then I find this. Nice work!