Walking in the Woods - Houdini // Solaris // Karma XPU
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- čas přidán 8. 09. 2024
- I wanted to learn how to properly use Solaris and USD, so I spend way too long putting this together to try to learn the best workflow.
I've went through the process of writing everything to USD and keeping the entire workflow in USD as well, similar to how you would handle something like this in a big studio.
Made a lot of mistakes, but I learned a lot as well!
I did a presentation about this project during Reconnect Utrecht last month. Presentation will be published on the sidefx channel soon.
Let me know if you have questions!
/ timvanhelsdingen
Other social media links:
/ tvanhelsdingen
/ timvanhelsdingen3d
/ timvanhelsdinge
Breathtaking
Just wow. Will have to dive into this soon with the full vid. Thanks for sharing this!
looks amazing Tim ❤
this looks amazing! the only thing that doesn't look realistic here is that most phones today have auto stabilizer lol
Looks so great. Hope you make tutorial or course about solaris
Yeah I want to, i think i’m confident enough with it now to actually explain stuff and know what i’m talking about. I hope to get something out by later this year!
Hi Tim, is this a tutorial? Course? It looks quite amazing. Congrats!
It was a personal project to try to get familiar with Solaris and USD!I did a 1 hour presentation about it for sidefx which will be on their youtube sometime soon. I want to start doing Solaris/USD stuff based on what I learned from this, and I can definitely do some videos about this project, but I don't think I will build a tutorial for this shot specifically. I rather take what I learned and roll it into something more manageable.
But you can expect USD/Karma/MaterialX stuff coming to the channel at later point.
Really cool Tim .
Waiting for the sidefx video ...
Yeah! Me too!!
@@TimvanHelsdingenpc spec?
Great scene, really nicely done, may i ask, did you use opacity maps on foliage or any other method ? and any tips to speed up the render time with foliage ?
Nice work! Curious to know more about your wind HDA for the foliage
thanks! It’s pretty simple hda, it uses sop modify to unpack it to polygon while keeping the usd primvars, then i measure the height and add some noises through it to animate it with a height based falloff so it sticks to bottom. also build in some stuff so you can drive it with primvars as well if it comes from your original usd.
Reason i did it like this is because i wanted to keep the whole workflow usd based, so i didn’t need to bring anything into sops like this, i could just put my HDA underneath every piece of foliage and if would just add movement to it while keeping all the usd attributes.
It does add a bit of cooking time but if you just write out out your patched of instanced animated foliage to a new usd and reference it back in it’s pretty much realtime scrubbing while being very light to store (usd only stores the differences in positions, not the entire mesh and all attributes for every frame)
@@TimvanHelsdingen Very clever workflow :) I did wonder if you were writing them back out after applying the wind, makes a lot of sense!
Looks good. What render time did you achieve?
was around 3-4min a frame for the xpu renders and 1min for the cpu pass i did for the fire emissions. Still took forever cause it’s like 1200 frames
Looks sweet, how did you animate the camera ? :)
I used omniscient (iphone app) which let’s you walk around with your phone behind my house roughly in the way i wanted for the video. it exports a 3d scan of environment, the camera move, and a video+depth map. Quite cool. I just only used the camera, and i manipulated the camera move a little in houdini as well.
Of course could have also tracked a video but this was easier :)
@@TimvanHelsdingen awesome , thanks again :D