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rohandalvi | shader building in houdini(Houdini中着色器制作教学)中英文翻译服务

类别 视频教学介绍//
名称 rohandalvi | shader building in houdini(Houdini中着色器制作教学)
编号 CG-2053
软件版本
时间
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本教学的主要用户是HOUDINI的中级用户。

本教学是接着纹理制作教学系列继续讲解的。

在本教学中我们将来看看如何将着色器树转换为可用的Digital Assets。本教学的目的是简化HOUDINI中的材质制作流程。我们可以将PBR着色器节点转换为可用的Digital Assets,然后在制作中使用它们。

This training is primarily aimed at users at an intermediate level.

This training is a continuation of the Texture Building Series.

In this series we take a look at how to convert shader trees into usable Digital Assets. The purpose of the training is to help simplify the material building process in Houdini. We take the PBR shader nodes and convert those into usable Digital Assets that we can then use in production. We also make digital assets to help make the day to day workflow of shader building simpler.

The training is split in two parts.

In the first section we start by converting the daily mapping tasks in Digital Assets such as, UV mapping, Gradient Ramps and other maps. We then also look at creating a Digital Asset out of a more custom built map/texture.

The second section of this training looks at the Surface model. We recreate the functionality of the surface model by using the PBR nodes and convert those into perfectly usable production shaders that can be used for day to day tasks. We end the series by building a few complex materials using all the various digital assets that we have created throughout the series

 
shader building 1

    Introduction - A simple introduction to the central focus of the training
    UV and Position asset - Creating a digital asset for handling uv mapping and uv distortion
    Maps - We create a singular node that combines a large amount of 2d patterns that are available in Houdini
    Gradient Ramp - Creating a gradient ramp similar to 3dsmax with in built gradient types for Linear, radial and falloff. We also learn how to expose the ramp parameter at VOP level
    Tiles asset - We create a custom tiles map to replicate the Tile map functionality from 3dsmax and them convert it into a usable Digital asset.

shader building 2

    Diffuse, SS and Self Illumination - We start by creating a combined node for Diffuse, SSS. Self Illumination and Opacity.
    Specular Shader - Creating a usable Digital Asset out of the PBR Specular node.
    Refraction Shader- We create a fully usable Refraction Shader which also includes Attenuation Density and Fake Caustics.
    Thin Film Refraction - Adding Thin Film Refraction to the shader model
    Material Tests - In the final lesson we create a few complex shaders using all the various shaders and maps that we have built over the duration of the training.


 
 
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