photoindra
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Russian. The last 10 years I live in Latin America, in Panama.
My instagram:
https://www.instagram.com/photoindra/

You can connect me directly: @photoindra
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Если придёт старость и я забуду как отфлатить примитивы по устреднённым нормалям в Гудини
https://www.youtube.com/watch?v=nnjga8a435o&feature=youtu.be
#houdini #tips
List of #houdini tips and tricks (also for converting sequnce to video file)
https://www.kristianjungk.com/en/about/tipps-tricks/houdini/


He is using terminal with ffmpeg to convert. Looks simple enough. You need to install ffmpeg first. Then in terminal you change directorty to where your image sequece is and write something like this:
ffmpeg -framerate 30 -pattern_type glob -i '*.png' -start_number 1 -vframes 72 -c:v libx264 -r 30 -pix_fmt yuv420p _out.mp4

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create video with ffmpeg
macOS:
ffmpeg -framerate 30 -pattern_type glob -i '*.tif' -start_number 1 -vframes 190 -c:v libx264 -r 30 -pix_fmt yuv420p _out.mp4

ffmpeg -framerate 25 -pattern_type glob -i '*.tif' -c:v libx264 -r 25 -pix_fmt yuv420p -vf "pad=ceil(iw/2)*2:ceil(ih/2)*2" _out.mp4

parameters:
-start_number 1 -vframes 190 (define frame range 1-190)
-pix_fmt yuv420p (better quality/more colour than RGB)
-vf "pad=ceil(iw/2)*2:ceil(ih/2)*2" (divisible error)
Here is how you quadremesh illustrator curve file in #houdini
I was trying to add absolute path in favorites part of open window in Houdini. But it constantly was replacing it with $HIP or $JOB variables. The solution is to set job or save hip in a directory that Houdini can't use as a relative path. THEN I was able to add absolute paths as favorites.

#houdini
photoindra
2 big updates for Substance Painter: Custom Fonts and Native Illustrator File Support with artboards. https://www.youtube.com/watch?v=QSVgnyiDADc https://www.youtube.com/watch?v=_lMpyz0Vhx8
Flexible Color Assignment in Houdini and Redshift

How do you assign random colors from a specific set to objects and keep the setup flexible for changes with Houdini and Redshift?
Let’s say we have several plastic cups in a scene and 4 specific colors from a client.

Create a class attribute with a connectivity node (you can name it whatever you like).
Promote it to the vertex level with an attribute promote.
In the shader tree, use an RS Integer User Data node to bring in the attribute named “class” (or any other name that you gave it earlier).
Connect it to an RS Jitter node (name it “max_variations_01”) and select “User Data ID” in Input ID Mode. In “integer jitter,” set the min to 0 and the max to 3, so we will have 4 variations. With this node, we only control the number of variations.
Create another RS Jitter node (name it “lightness_range_01”). We will use it to create lightness variations. Keep the color to black and set Saturation Variation Max to 0. Now, with the Value Seed, you can control the randomness.
Create an RS Color Ramp (name it “recolor_01”) with 4 colors from your client and set the interpolation to constant.
After adjusting the seed on the “lightness_range_01” node, you will need to move the colors a little bit on “recolor_01” so each of them will end up in a range generated by “lightness_range_01.”

Another thing that you can do is to offset UVs for each object. So when you add textures for roughness, they will not repeat obviously. To do this, after the connectivity node, add an attribute wrangle node (Run over Vertices) with this:
@uv.x+=rand(@class);

#houdini #redshift

https://photoindra.com/all/flexible-color-assignment-in-houdini-and-redshift/
Here is a table with maps names, what value types they should be and what profile to put in color. Can be useful when preparing shaders and textures in new COPs contexts in houdini 20.5 #houdini