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I could probably remake this a lot better, and remove more than half of the nodes! I always find it a bit to talk through Substance Designer networks, because so much of it is fiddling around until you have something you like. In case the graph, and that last sentence weren’t confusing enough, here it is in gif form! That gives me a greyscale image, that I gradient map to make a diffuse texture.
![houdini 16.5 no promote parameter houdini 16.5 no promote parameter](https://houdinihelp.ru/news/16_5/images/typed_filter.png)
I’m taking an anisotropic noise, warping it with a crystal noise, taking a creased noise, warping the rest with that, making some gaussian spots, converting them to a normal, vector warping everything with that.
![houdini 16.5 no promote parameter houdini 16.5 no promote parameter](http://www.jerryhat.com/wp-content/uploads/2019/11/image-44.png)
I won’t go through all the networks node by node, but I’ll do a bit of an overview of the Wood Substance, since it’s the slightly more interesting of the three. I decided to do the walls, floor and wood shelf materials in Substance Designer. I can imagine that if you built up a library of them, you could detail up models super quick! Designer fun Substance Painter comes with quite a few to choose from: This is a really cool way of adding little details that I couldn’t be bothered modelling: Something I hadn’t used much in Substance Painter is the “Hard Surface” stamping feature. I tried out a few different colour schemes, but settled on eye searing orange. The material for the grenade was made in Substance Painter: The whole base geometry for the scene (room objects + one grenade) comes in under 20000 triangles, such is the joy of sub-d in Modo. Using Alembic files is a much better idea than the silly workaround hack I was doing! In a previous post, I showed off the water grenade model when I was talking about transferring edge weighted sub-d models from Modo to Houdini.Īfter posting it on this great Modo / Houdini thread, Pascal Beeckmans (aka PaQ WaK) informed me that Alembic files keep edge weight values. The water grenade is Gears Of War inspired, cobbled together from whatever concept I could find off the interwebz ? ModellingĪll of the models in the scene are edge weighted sub-d, modelled in Modo. Renderman in Houdini was just a little too much to deal with, on top of all the other things I was learning. Originally, I was going to render it in Renderman, but I settled on using Mantra (which I’m really starting to love). Probably one of the sillier things I’ve done in a while, I suppose ? Customer and their legal advisors should consider this and obtain such rights, if necessary, before purchasing, downloading or using any Assets.I wanted to do a project that focuses a bit more on simulation work in Houdini, and also rendering, and this is the result. The burden is on the Customer to confirm that it has any rights outside of the editorial restrictions Customer understands and agrees that certain Assets may contain third party copyrighted or trademarked material and will require additional licensing, permissions, releases, or rights clearance for any non- editorial use. These restrictions do not apply if Customer otherwise has all the intellectual property rights necessary for its intended use (such as a company purchasing its own products, authorized advertising agencies, or licensees). Editorial uses include, without limitation, use of the Asset in a news program, news-related website, or news-related video media. Customer may only use the Asset for legitimate, editorial purposes on some issue of journalistic, editorial, cultural or otherwise newsworthy value.
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#HOUDINI 16.5 NO PROMOTE PARAMETER LICENSE#
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