Happy May the 4th everyone. Thought I should do something to celebrate Star Wars day so here is my attempt at creating a CG version of Jupiter. It all goes a bit wrong in the middle all I can say is, I'm sorry Jupiter and also Santa, these things happen late at night!😂
@3D_GO2 жыл бұрын
Not sure why the timestamps arent getting picked up so I will just pin them here. Project Intro 0:12 FlowMap Setup 0:50 Viewport Flowmap Setup 05:23 Rendering our Flowmap Texture 9:00 Part II Intermediate Overview 21:09 Flowmap Clouds 25:02 Atmospheric Scattering 27:34
@ДмитроСказон Жыл бұрын
Hi, man! I'm starting to make Jupiter gas motion, and your tutorial was very useful. thank you very much! you are the best!
@3D_GO Жыл бұрын
Very welcome hope it goes well.
@ДмитроСказон Жыл бұрын
I'm sure it will. my colleague did it in Blender, but he cannot cusomize big swirs and tornado on Jupiter. flowmaps guide are looking good, and i think its the best solution. Houdini rules!
@3D_GO Жыл бұрын
@@ДмитроСказон Flow maps are pretty cool, they get used alot in games for rivers, lava, magic portals etc. I think there are lots of more real time solutions that we can use in Houdini, instead of trying to sim everything.
@kir119 ай бұрын
Amazing!
@ud31802 жыл бұрын
Please can you do a tutorial for the volumetric of the planet as well, thanks
@3D_GO Жыл бұрын
Sorry missed this one, probably not going to look at volumetrics, trying to stay away from heavy sim/heavy render setups.
@eugenekuzikovu73k42 жыл бұрын
Great tutorial! Can I use flowmap data in redshift, as texture?
@3D_GO2 жыл бұрын
The labs node is setup for Mantra so I don't think this setup will render in redshift. To get it to work in redshift you will need to create a similar flow map shader in redshift by either translating the flowmap visualise code in redshift or doing the same with redshift nodes. This can get a bit technical but if your comfortable with shaders this basically involves 1. getting the flow map texture into the right range. 2. Distorting the texture UVs with the flow map. 3. Offseting time so the image doesnt get too distorted. 4. Blending the distorting texture with a copy of itself to get rid of any popping. Im not a redshift user so Im not sure if anyone else has done this already but the process should be similar to the outline above for every renderer. Good luck!
@eugenekuzikovu73k42 жыл бұрын
@@3D_GO Thank you very much! It seems easy, I'll try) 🙏
@PatrickGavin12 жыл бұрын
lol I recognise this
@3D_GO2 жыл бұрын
What did you have to do to get off the naughty list? 😂