Reason I prefer your tutorials over others is because you always say what you're going to do before making it. I pause the video and try to do it myself and then I test my result with yours. It's like having mini challenges. Keep it up like that, thanks!
@IndiePixel3D2 жыл бұрын
Thanks Andreas! I will pump out some more vids in the new year! So glad you dig the flow!:)
@clemlysergy33352 жыл бұрын
I agree, I do the same thing.
@BizarreSelfProduction3 жыл бұрын
Watch tutorials mostly to find out what other SOP I was unaware off, lol. Thanks!
@jank-official3 жыл бұрын
Best Houdini tutorials.
@why783 Жыл бұрын
Thank you for the tips and tricks, awesome video!
@stevensilcock3 жыл бұрын
Another awesome Indie-Pixel tutorial. Liking the quixel mixer content too. So cool. I just wish I had the patent on pop rivets ;-D
@HaraldMoeller3 жыл бұрын
thx, very cool tutorials to learn houdini
@cornuArietis3 жыл бұрын
Very cool setup! Thank you
@华忠毛3 жыл бұрын
Thanks for sharing,the tutorial is cool.
@PatrickWoo3 жыл бұрын
Thank you for the great tutorial!
@OnkAnCa643 жыл бұрын
Great ! thanks
@riyuanzhuang24863 жыл бұрын
Cool technique. There is a side fx labs node "lots subdivison" that does the similar thing
@IndiePixel3D3 жыл бұрын
Yeah fo sho, but I find it rough to work with on curved surfaces. That being said it is a handy node.
@gianmarcoferraro25443 жыл бұрын
Great tutorial. Thanks
@Houdini_Bob3 жыл бұрын
terrific tutorial. I have apprentice, is FBX only file able to export from Houdini and into Mixer?
@IndiePixel3D3 жыл бұрын
No, you can export to obj I believe...in Houdini use the rop geometry node.
@Houdini_Bob3 жыл бұрын
@@IndiePixel3D Thank you Kenny.
@KZLR3 жыл бұрын
I don't quite understandthe part around the 15 min mark where you're converting those edge lines into curves. I don't see what the difference is or why do this on a fundamental level? Clearly I'm missing something obvious.
@ExacoMvm Жыл бұрын
Maya/Max/Blender users got stuck and gave up @ 1:55 Jokes aside without deep understanding of VEX/VOPS and the core concepts of how it all works under the hood Houdini is likely the least powerful 3D Package and people keep lying saying "You don't need to know VEX to use Houdini".
@rickericksondesign3 жыл бұрын
Great timing on your Tutorial. I am currently working on a model for the Crew Cabin, can you suggest a way to do the nosecone with the same patterns?
@IndiePixel3D3 жыл бұрын
Thanks Rick! Are you referring to the dragon crew capsule? If so I bet we can come up with a tool to generate that component.
@rickericksondesign3 жыл бұрын
@@IndiePixel3D Starship's Mars and Lunar Crew section. Yes, please continue this tutorial.
@IndiePixel3D3 жыл бұрын
@@rickericksondesign ah ic...ok...let me see what I can come up with...thanks!
@hydeman753 жыл бұрын
Great tutorial thanks ! i've a problem with the quixel mixer part , when i load the texture they seam to be scale up , did i missed something ? [edit ] if i load all the map in the setup 'edit texture set' its seems to be ok :)
@IndiePixel3D3 жыл бұрын
I've found that when exporting into mixer from houdini, we need to scale the mesh up by 100. That usually fixes scale issues with mixer and houdini.
@crediblemulk4638 Жыл бұрын
Probably a noobie question, but after you baked the maps, the AO seems to appear on the tube, but mine doesnt. 28:27. Im using H18.5. Thanks
@IndiePixel3D Жыл бұрын
Ah, make sure the preview texture parameter is set to ao on the Baker node. That should do it.
@crediblemulk4638 Жыл бұрын
@@IndiePixel3D Thanks very much
@clemlysergy33352 жыл бұрын
Excellent tutorial as ever. Only issue I'm having is that when importing into Quixel the normal map is massively zoomed in, I can sort of get them to look better if I change the model scale factor, but they are still not lined up correctly. It's almost as if Quixel isn't recognising the uvs. I've brought the exported fbx back into Houdini & passed it into a uvqs to check that the uvs still exist after export. I'm using Mixer 2021.1.2 ... is there anything that might be working different in this version?
@gregridd3 жыл бұрын
@bossk89573 жыл бұрын
When I plug in the carve node into the attribute transfer node, it doesn't say I have the normal attribute, I've been scratching my head for quite a while now, I have everything set up like you do
@IndiePixel3D3 жыл бұрын
Np, throw a normal node onto the geo and set it to generate point normals. You should get normals on the curves at that point. :)
@bossk89573 жыл бұрын
@@IndiePixel3D Wow, I actually missed the second step of that entire thing, wow. Thanks for your help lol
@IndiePixel3D3 жыл бұрын
@@bossk8957 no prob at all! :-)
@Houdini_Bob3 жыл бұрын
I have finally had time to work on this more. at 21 minutes you have a color node on panels then connect to a merge. I have colors on panels in color node (in scene view) but when I connect to merge the panels do not have color on them transferred from color node. I deleted both assemble and color nodes and retried but get same result. in geo spreadsheet they are all 1.0, color node has all different values - there is warning on merge about mismatched attributes and name is one of them which is what attribute is called in color node. I am stumped.
@IndiePixel3D3 жыл бұрын
Hmmm, I see this happen in a few different scenarios...the first and I do this all the time to myself...when merging make sure your color attr is on the same class for all incoming goes. If one geo has point color and the other is a primitive color...then they cancel each other out. The second scenario is I have found that houdini's scene view is a bit buggy in h18... so make a new scene view panel and delete the old one...that might be the issue.
@Houdini_Bob3 жыл бұрын
@@IndiePixel3D thank you so much for the prompt reply. that was it exactly, I had color1 assigned to points not primitives, changed it and it is good to go.
@IndiePixel3D3 жыл бұрын
@@Houdini_Bob nice! Happens to me all the time...;)
@Houdini_Bob3 жыл бұрын
@@IndiePixel3D I must be doing something wrong. when I try to import panel FBX from Mixer which I saved as FBX, I get no textures what so ever, just the tube by it self not even the panels and rivets we made in Houdini. I tried save as FBX and quick export, both give this same result.