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  • Author: Solid
  • Date: 28-12-2014, 03:34
28-12-2014, 03:34

Texture building in houdini by Rohan Dalvi

Category: Tutorials

Texture building in houdini by Rohan Dalvi
Texture building in houdini by Rohan Dalvi
MP4 | 2 hrs 16 mins Audio: aac, 44100 Hz, stereo | Video: h264, yuv420p, 1280x720, 30.00 fps | 948MB
Genre: eLearning | Project Files Included

This training is primarily aimed at users ranging from a beginner to intermediate level. The main purpose of this training is to help users understand the texture and material building system in Houdini.
The training is split in two parts. The topics covered in this training range from a basic understanding of using color maps in Houdini. We then take a look at all the various patterns and noise maps that are in built in Houdini and use them for generating textures and displacement.
As we progress we also start to learn how to modify and distort UV maps to modify textures and also use the For Loop to generate complex repeating and random patterns. We end the lesson by building a simple custom shader using the base level physically based nodes that are available in Houdini.
All the topics are demonstrated by creating workable finished materials that can be used for production.
lesson plan
Introduction - A simple introduction to Surface model and comparison to the vray material
Bitmap - Understanding the basic color map in Houdini and recreating the 3dsmax bitmap functions in Houdini
2d Maps - Looking at a variety of 2d texture patterns available in Houdini
3d Maps - Using the various noise maps in Houdini which include, Turbulent noise, Worley and Voronoi cells and unified noise.
3d maps (contd.) - Continuing from the previous lesson we look at a few more noise maps
Glowing Cracks - Using the unified noise map to create a complex material and then making it emit light.
Parquet Flooring - Learning how to mix and composite and color correct textures via a small project of creating a parquet flooring material.
Marble Flooring - Creating a complex marble floor pattern using a variety of inbuilt maps to create a complex mask to mix textures together..
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