Automated Photogrammetry To Game Res Pipeline | Luiz Kruel | GDC 2018

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Houdini

Houdini

Күн бұрын

As Photogrammetry becomes a deeper part of productions, the need for a pipeline emerges. Luiz will show how to use Houdini and Reality Capture to generate high resolution meshes and convert them to game ready assets in minutes.

Пікірлер: 16
@nicolasvandenbruaene4166
@nicolasvandenbruaene4166 5 жыл бұрын
Hey, awesome work as always, huge time saver , thank you guys! Any news on those delighting nodes ?
@nicolasvandenbruaene4166
@nicolasvandenbruaene4166 5 жыл бұрын
Nevermind, found it !
@riccardogiorato8405
@riccardogiorato8405 4 жыл бұрын
​@@nicolasvandenbruaene4166 where did you found delighting nodes??
@-Belshazzar-
@-Belshazzar- 6 жыл бұрын
Hey, your software never ceases to amaze me. looks really cool! I guess this feature alone would have make me consider buying a licence, but i am wondering how this workflow is with manual retopo from Topogun, 3D-Coat or perhaps from some other solution and not necessarily zbrush. Instant meshes is great but only for static object naturally and Reality Capture and Photoscan decimation is worst. I am not sure how zbrush's manual retopo tools are compare to topogun's or 3D Coat's ones. Dose Houdini have manual reotopology tools as well? if it dose, shame you didn't cover this topic in the video, even if briefly. This is a very interesting direction which I like allot but it leaves... just a little bit more, to be desired. At least for me. Sorry if it's a little misplaced comment, no disrespect of course. Great stuff regardless!
@SSCrow
@SSCrow 6 жыл бұрын
One of the nodes he covered takes the high res and low res to generate the maps. So you would be able to use your own topology for baking.
@-Belshazzar-
@-Belshazzar- 6 жыл бұрын
Hey @Crow, I am sure I could use parts of this automated workflow and incorporate my own manual retopo in it. however, in the name of streamlining scan capture data from scan to game ready object, a very important aspect in the workflow demo here is not covered (proper retopo not automated which is good only for static objects). If Houdini dose have manual retopo tools it's just an added bonus of using one less software, and I think it's a shame it's not covered here if it exists. Again I know the title is "Automated Photogrammetry ..." but I am just wondering how well if at all can Houdini help with proper retopo with out relying on external software. To make it more clear, a big part of the workflow for me is exporting meshes to 3D Coat from RC just to manually retopo it. then export from 3D coat back to RC to bake color map. If I could manually retopo inside Houdini directly from the RC plugin it means I could essentially skip the export mesh step entirely until I have a ready properly retopoed mesh and than export a mesh only one time already with all the texture maps (normal, AO, curvature, WSN and so on). Huge time and disk space saver! Hope I am clear enough
@aab-aab
@aab-aab 3 жыл бұрын
@@-Belshazzar- I know your comment is quite old by now, but nevertheless, here is a video demonstrating a manual retopology done in Houdini. This is just showing one specific tool, but all the common modeling tools are present and can be used depending of your desired style and workflow. kzbin.info/www/bejne/r3KpZHuqfqucjMU
@danielkrajnik3817
@danielkrajnik3817 3 жыл бұрын
1:30 Houdini is the answer Houdini is the question Houdini is the way
@mitribell
@mitribell 5 жыл бұрын
Thank you for this great tutorial. I have a little problem with baking basecolor though. I import obj model I built in Reality Capture outside Houdini with colored vertexes. Then I'm using Gameres node, but basecolor appears black. Am I missing something in setup?
@werkzwo
@werkzwo 2 жыл бұрын
Any news on that implementation? Does the plugin still work?
@vfxexpert1425
@vfxexpert1425 6 жыл бұрын
Hey, awesome stuff. But if I could add one thing it would be a Zremesher node (instead of instant mesh). My idea was that this node would zremesh your model without opening zbrush or as commandline. I don't know if this is possible but I've been trying to make something like this because I prefer the zremesher above instantmesh
@aigen-journey
@aigen-journey 5 жыл бұрын
Definitely the topology is the weakest link here. Might work for some objects, but definitely not for characters.
@KimboKG14
@KimboKG14 4 жыл бұрын
5:35 are you just telling me that this is a photogrammetry note?
@TheLuRage
@TheLuRage 4 жыл бұрын
i guess it's more a implementation of reality capture, but it looks seamless. I have not used houdini or reality capture myself.
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