Hello patrons,
Today's video is not part of any series, it is just a bunch of things that I consider important or relevant for this channel. More of these videos with mixed topics will be published more frequently.
I actually recorded two videos, almost 4 hours of training, and will be available as usual in the next post, only accessible to patrons.
Today's topics are:
- New features in Katana 4.x
- Katana new render queue.
- Multiple rendering using graph state variables.
- Improvements in catalog and monitor.
- USD viewport with Hydra.
- New lighting tools.
- New network material edit.
- New lighting tools.
- Modelling desdert dunes in Houdini and Blender.
- New solaris features relevant for assets creation and set dressing.
All the info on my Patreon site.
As always, thanks a lot for your support!
Xuan.
Camera projection masterclass, episode 03 /
Hello patrons,
I'm about to post "Camera projection masterclass, episode 03".
In this episode we are going to create a nested projection setup, where the camera is moving from far away at the begining of the shot, to end up closer to the subject by the end of the shot. A very common setup that you will see a lot in matte painting and environment tasks.
Then, we are going to take a look at the concept of overscan for camera projection. I will show you different ways of creating overscan, I will explain why overscan is extremely important for all your camera projection setups, and finally we will do a complex overscan camera projection exercise, using an impossible camera.
Make a big pot of black cofee because this is around 5 hours of professional training divided in two videos. Oh and remember that you can download supporting files if your tier includes downloadable material.
All the info on my patreon feed.
Thanks!
Xuan.
Houdini scatterers 2/2 /
Hello patrons,
This is the second (and last) part of Houdini scatterers. We are going to take the tools that we made in the first video and see how we can use them to create complex and efficient scattering systems for your VFX shots, specially useful when dealing with huge environments.
I will show you some of my favourite worflows and share some techniques that I've used in the past in combination with the HDAs that we created in this series.
For those of you in tiers with downloadable material, you will have access to another post with some links to get the files.
As usual feel free to contact me with questions, suggestions, ideas, etc.
And if you like my content, please help me out and recommend it to you work mates.
All the info on my Patreon feed.
Thanks a lot for your suppor!
Xuan.
Real time rendering for vfx, episode 04 /
Happy New Year!
Real time rendering for vfx episode 04 is here!
This is a long one, around 4 hours split in two different videos, both of them available already for you.
In these two videos I cover a lot of things related with lighting and rendering in Unreal. We will cover all the rendering methods, rasterization, raytracing, hybrid rendering and path tracing.
Some of the topics covered in this video are:
- Rendering methods in Unreal.
- Lightmass.
- Type of lights.
- Volumetric lighting.
- Modulate lighting.
- Global illumination.
- Mesh lights.
- Reflection methods.
- Post processing volumes.
- Particles lighting.
- Blueprints for lighting.
- Light function.
- Core components of a lighting scene.
- Neutral lighting conditions.
- Rasterization.
- Raytracing.
- Hybrid methdos.
- Path tracing.
All the info on my Patreon.
Houdini topo transfer - aka wrap3 /
For a little while I have been using Houdini topo transfer tools instead of Wrap 3. Not saying that I can fully replace Wrap3 but for some common and easy tasks, like wrapping generic humans to scans for both modelling and texturing, I can definitely use Houdini now instead of Wrap 3.
Wrapping generic humans to scans
This technique will allow you to easily wrap a generic human to any actor’s scan to create digital doubles. This workflow can be used during modeling the digital double and also while texturing it. Commonly, a texture artist gets a digital double production model in t-pose or a similar pose that doesn’t necessary match the scan pose. It is a great idea to match both poses to easily transfer color details and surface details between the scan and the production model.
For both situations, modeling or texturing, this is a workflow that usually involves Wrap3 or other proprietary tools for Maya. Now it can also easily be done in Houdini.
First of all, open the ztool provided by the scanning vendor in Zbrush. These photogrammetry scans are usually something around 13 – 18 million of polygons. Too dense for the wrapping process. You can just decimate the model and export it as .obj
In Maya align roughly your generic human and the scan. If the pose is very different, use your generic rig to match (roughly) the pose of the scan. Also make sure both models have the same scale. Scaling issues can be fixed in Wrap3 or Houdini in this case, but I think it is better to fix it beforehand, in a vfx pipeline you will be publishing assets from Maya anyway. Then export both models as .obj
It is important to remove teeth, the interior of the mouth and other problematic parts from your generic human model. This is something you can do in Houdini as well, even after the wrapping, but again, better to do it beforehand.
Import the scan in Houdni.
Create a topo transfer node.
Connect the scan to the target input of the topo transfer.
Bring the base mesh and connect it to the source input of the topo transfer.
I had issues in the past using Maya units (decimeters) so better to scale by 0.1 just in case.
Enable the topo transfer, press enter to activate it. Now you can place landmarks on the base mesh.
Add a couple of landmarks, then ctrl+g to switch to the scan mesh, and align the same landmarks.
Repeat the process all around the body and click on solve.
Your generic human will be wrapped pretty much perfectly to the actor’s scan. Now you can continue with your traditional modeling pipeline, or in case you are using this technique for texturing, move into Zbrush, Mari and or Houdini for transferring textures and displacement maps. There are tutorials about these topics on this site.
Transferring texture data
Import the scan and the wrapped model into Houdini.
Assign a classic shader with the photogrammetry texture connected to its emission color to the scan. Disable the diffuse component.
Create a bakeTexture rop with the following settings.
Resolution = 4096 x 4096.
UV object = wrapped model.
High res object = scan.
Output picture = path_to_file.%(UDIM)d.exr
Format = EXR.
Surface emission color = On.
Baking tab = Tick off Disable lighting/emission and Add baking exports to shader layers.
If you get artifacts in the transferred textures, in the unwrapping tab change the unwrap method to trace closest surface. This is common with lidar, photogrammetry and other dirty geometry.
You can run the baking locally or on the farm.
Take a look at the generated textures.
Simple spatial lighting /
Hello patrons,
I'm about to release my new video "Simple spatial lighting". Here is a quick summary of everything we will be covering. The length of this video is about 3 hours.
- Differences between HDRIs and spatial lighting.
- Simple vs complex workflows for spatial lighting.
- Handling ACES in Nuke, Mari and Houdini.
- Dealing with spherical projections.
- Treating HDRIs and practical lights.
- Image based modelling.
- Baking textures in Arnold/Maya.
- Simple look-dev in Houdini/RenderMan.
- Spatial lighting setup in Houdini/RenderMan.
- Slap comp in Nuke.
Thanks,
Xuan.
Head over my Patreon site to access this video and many more.
Houdini scatterers, part 1/2 /
Hello patrons,
This new video is part of the "little project" I made in Houdini and Redshift a while ago. In this part 1 of 2 video I show you how to create efficient tools in Houdini to deal with scattering, specifically focusing on environments. We are going to create a setup that takes care of randomization while using scattering techniques. Random rotation, random scale, random assets, etc.
Once the setups are done we are going to create tools or "digital assets" so you can re-use these tools as many times as you need in future porjects without re-doing the setups. We will create an interactive user interface to manipulate the tools.
In part 2 of this video I will show you different scattering techniques using these tools that we are going to build today.
The video is available on my Patreon site.
Thanks for your support!
Xuan.
Real time rendering for vfx, episode 03 /
Hello patrons,
Real time rendering for vfx episode 03 is here!
In this episode we will spend around two and a half hours inside Unreal talking about textures, materials, shaders and everything related to the material system.
Some of the topics we are going to cover.
- How to work with textures.
- Shading models.
- Using instances and exposing parameters.
- Fresnel effect.
- Emission.
- Transmission.
- Opacity.
- Multi-channel masks.
- Modulate.
- Displacement.
- Vertex shading.
All the information on my Patreon feed.
Thanks again for your support!
Xuan.
Counter Strike photogrammetry test /
I just wanted to try photoscanning an environment from a game play. Thanks to Epic Games for showing me that this could actually be achieved.
Camera projection masterclass, episode 02 /
Hello Patrons,
Camera projection masterclass, episode 02 is here! In this video, we are going to be doing two different exercises involving camera projection work in Nuke. The first exercise is a simple one, but also one you'll be doing all the time, a layering camera projection.
The second exercise is a more complex one, we'll be dealing with multiple geometries, different footage, and different approaches to set up our camera projection setup, this will be a coverage projection exercise.
More than two hours of content, also providing working files for you to practice.
As always, I can't thank you enough for your support.
Questions, suggestions, and critiques are always welcome.
All the info on my Patreon site.
Thanks!
Xuan.
Real time rendering for vfx, episode 02 /
Hello Patrons,
It's been a while since I posted a video here. I did a little bit of traveling (not for fun though) and I've been super busy at work, but I finally managed to put something together for you guys.
Episode 2 of "real-time rendering for VFX". This episode is boring, really boring but also very much needed. If you really want to get into real-time rendering you need to go through everything that I explain in this video. I will cover very important topics that you need to know before starting to create any content for real-time.
Concepts like occlusion, overshading stages, lightmapping, vertex shading, distance culling, rasterization, and many other fancy terms that you necessarily need to understand. This video is almost 5 hours long so I hope you don't fall asleep and learn a few things to put in practice soon.
As usual, please let me know if you have any questions, concerns, suggestions, feedback, etc. And also, thank you very much again for your support.
Right now we are 199 patrons, let's get up to 200 and do something to celebrate it.
All the information on my Patreon site.
Katana Fastrack episode 08 /
Here is the final episode for “Katana Fastrack”. Free for everyone.
This one is about sequence lighting.
Many thanks to my patrons for your support!
Xuan.
Real time rendering for vfx, episode 01 /
Episode 01 for "real time rendering for vfx" is dropping later today. I called this video "your first day in Unreal engine". We will do from scratch a very simple environment that we can scout in virtual reality.
These are some of the topics covered in this (almost) 4 hours video.
- Assets considerations for real time.
- Exporting/importing assets in Maya/Unreal.
- Using templates in Unreal.
- Collisions.
- Materials basics.
- Lighting/atmospherics basics.
- Exporting projects.
- VR scouting.
Please head over my Patreon site and check this out.
Thanks for your support,
Xuan.
Intro to LOPs and USD /
My introduction to Houdini Solaris LOPs and USD is already available on my Patreon feed.
These are the topics that we are going to be covering.
- Introduction to USD and LOPs
- Asset creation worflow
- Simple assets
- Complex assets
- Manual layout and set dressing
- Using instances in LOPs
- Set dressing using information from Maya
- Using departments inputs/outputs
- Publishing system
- Setup for sequence lighting
- Random bits
This introduction is around 4.30 hours long.
Check it out here.
Camera projection masterclass, episode 01 /
The very first episode for "Camera projection masterclass" has dropped. For more than two and a half hours I will be introducing you to the fascinating work of camera projection for visual effects. This is a long format series where I will be covering many concepts, ideas and practical exercises. Let's see what today's episode is all about.
- Introduction to the course
- Matte painting evolution
- Matte painting in the visual effects pipeline
- Matte painting workflows and tools
- Camera projection fundamentals
- Types of camera projections
- Common issues
- Camera projection elements in Nuke and Maya
- Recipes for all type of camera projections in Nuke
- A few words about Photoshop
Downloadable material will be available for certain tiers.
As always, thanks a lot for your support, you make this channel.
Check out my Patreon for more information.
Xuan.
Introduction to heightfields /
This is the first part of the "Redshift little project" we are doing to conclude the "Introduction to Redshift for VFX" series. In this case, I will explain to you the basics of Houdini's heightfields. The most common tools, different workflows, how to export attributes, geometry, and textures, how to use real world data, and many more things. In the end, is about three hours of video training that will set you up quickly to start working with heightfields.
The video will be available for subscribers in my Patreon site.
Xuan.
Introduction to Redshift - little project /
My Patreon series “Introduction to Redshift for VFX” is coming to an end. We have already discussed in depth the most basics features like global illumination and sampling. I shared with you my own “cheat sheets” to deal with GI and sampling. We also talked about Redshift lighting tools, built-in atmospheric effects, and cameras. In the third episode we talked about camera mapping, surface shaders, texturing, displacement maps from Mari and Zbrush, how to ingest Substance Painter textures and did a few surfacing exercises.
This should give you a pretty good base to start your projects in Houdini and Redshift, or whatever 3D app you want to use with Redshift.
The next couple of videos about this series are going to be dedicated to doing from scratch to finish a little project using Redshift. We are going to be able to cover more features of the render engine and also discover more broad techniques that hopefully you will find interesting. Let me explain to you what is all of this about.
We’ll be doing this simple shot below from start to finish, it is quite simple and graphic I know, but to get there I’m going to explain to you many things that you are going to be using quite a lot in visual effects shots, more than we actually end up using in the shot.
We are going to start by having a quick introduction to SpeedTree Cinema 8 to see how to create procedural trees. We will create from scratch a few trees that later will be used in Houdini. Once we have all the models ready, we will see how to deal with SpeedTree textures to use them in Redshift in an ACES pipeline.
These trees will be used in Houdini to create re-usable assets llibraries and later converted to Redshift proxies for memory efficiency and scattering, also to be easily picked up by lighting artists when working on shots.
With all these trees we will take a look at how to create procedural scattering systems in Houdini using Redshift proxies. We will create multiple configurations depending on our needs. We are also going to learn how to ingest Quixel Megascans assets, again preparing them to work with ACES and creating an additional asset for our library. We will also re-use the scatterers made for trees to scatter rocks and pebbles.
To scatter all of that will be used as a base Houdini’s height fields. For this particular shot, we are going a very simple ground made with height fields and Megascans, but I’m going to give you a pretty comprehensive introduction to height fields, way more than what you see in the final shot.
Once all the natural assets are created, we’ll be looking at the textures and look-dev of the character. Yes, there is a character in the shot, you don’t see much but hey, this is what happens in VFX all the time. You spend months working on something barely noticeable. We will look into speed texturing and how to use Substance Painter with Redshift.
Now that we are dealing with characters, what if I show you how to “guerrilla” deal with motion capture? So you can grab some random motion capture from any source and apply it to your characters. Look at the clip below, nothing better than a character moving to see if the look actually works.
It looks better when moving, doesn’t it? There is no cloth simulation btw, it is a Redshift course, we are not going that far! Not yet.
Any environment work, of course, needs some kind of volumetrics. They create nice lighting effects, give a sense of scale, look good and make terrible render times. We need to know how to deal with different types of volumetrics in Redshift, so I’m going to show you how to create a couple of different atmospherics using Houdini’s volumes. Quite simple but effective.
Finally, we will combine everything together in a shot. I will show you how to organize everything properly using bundles and smart bundles to configure your render passes. We will take a look at how Redshift deals with AOVs, render settings, etc. Finally, we will put everything together in Nuke to output a nice render.
Just to summarize, this is what I’m planning to show you while working on this little project. My guess is that it will take me a couple of sessions to deliver all this video training.
Speed Tree introduction and tree creation
ACES texture conversion
ACES introduction in Houdini and Redshift
Creation of tree assets library in Houdini
Megascans ingestion
Character texturing and look-dev
Guerrilla techniques to apply mocap
Introduction to Houdini’s height fields
Redshift proxies
Scattering systems in Houdini
Volume creation in Houdini for atmospherics
Scene assembly
Redshift render settings
Compositing
Something that I probably forgot
All of this and much more training will be published on my Patreon. Please consider supporting me.
Thanks,
Xuan.
Arnold interoperability /
In this video I will guide you trough arnold operators in both Maya and Houdni to show you advanced methods for creating looks, and potentially anything arnold related. Working with arnold operators can be very beneficial in your visual effect pipeline, among other things you are going to be able to transfer "for free" pretty much anything from one 3D package to another, in this case from Maya to Houdini and vice-versa.
These days it is very common to work in a traditional 3D package like Maya while creating assets and then moving to a scene assembler like Houdini or Katana to do shots. With this workflow you are going to be able to do so in a very clean, tidy and efficient way.
On top of that, I'm going to show you how to create look files that can be easily exported to use in lighting shots, independently in Maya or Houdini. You also are going to be able to override looks, versioning looks in Shotgun and many more things.
This is a two plus hours video tutorial posted on my Patreon feed.
Thanks a lot for your support.
Xuan.
Cryptomatte in Katana and Arnold /
This post is mainly for my Patreon supporters. Some of them are having issues while setting up cryptomatte AOVs. This is how you do it.
Create a material node.
Add an AOVs shader -> cryptomatte.
If you are using the Arnold AOVs supertool, add all the cryptomatte AOVs that you need.
In the arnold global settings add the cryptomatte shader to the AOV shaders.
If you are not using the Arnold AOVs supertool.
Create an arnold output channel define node.
Set it to be crypto_material.
Type RGBA.
Add a render output define node.
Set the channel to crypto_material.
Repeat the same steps to create crypto_object and crypto_asset.
Katana Fastrack, episode 07 /
Hello patrons,
Episode 07 of Katana Fastrack is already available.
In this episode we will work on the second and latest lighting shot of this course, a live action shot where we have to integrate some CG elements, in this case our very own Ant Man falling on the ground.
We will learn a few things like:
- How to quickly capture HDRIs on-set and lighting references.
- How to technical grade footage and HDRIs to live under the same context.
- How to approach live action shots in Katana.
- How to slap comp CG renders on top of a plate for validation.
More information on my Patron site.
Thank you very much for your support!
Xuan.