Houdini地形与SP工作流程Houdini to Substance Painter Workflow for Heightfield Terrains

Houdini地形与SP工作流程Houdini to Substance Painter Workflow for Heightfield Terrains

Download HIP Example & HDA (exclusive for Bubblepins Members-Only):
https://bubblepins.com/membership/houdini-to-substance-painter-workflow-for-heightfield-terrains

The file is password protected, please refer to the community tab for the password:
https://www.youtube.com/post/Ugyym1-9U69jku2CBAl4AaABCQ

Join Bubblepins Membership:
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Bookmarks & Timestamps:
2:45 Start Building Scene
5:16 Volume Primitives, using Labs Terrain Mesh ROP to convert into Geometry
6:07 UDIM’s
6:20 Heightfield Convert
7:00 UV Squares & UDIM
8:10 Setting up Labs Terrain Mesh ROP node
8:24 UDIM: Reorder UV Squares for Substance Painter
9:15 Custom HDA (fixes UDIM Reorder issue for Substance Painter)
10:20 Back to Custom HDA (in-depth overview)
12:42 Export Heightfield from Houdini & Import it into Substance Painter
13:45 Substance Painter New UDIM Workflow
15:35 Substance Painter: Texture Sets (one for each UDIM tile)
15:53 UDIM Tiles Labeling in Houdini for Painter (using UV Layout node)
17:05 Generate Mask Images from Houdini (using Heightfield Output node)
21:44 Use the Mask Images in Substance Painter to Procedurally assign Materials
25:35 Increase Quality of Mask Images & Resolution of Heightfield Terrain (increase voxel count)
*I wanted to include a rendered image of the higher voxel Heightfield Terrain generated and how it would look in Substance Painter with the higher voxel count, but my Houdini crashing and it was taking too much time. Sorry so I gave up in the end on that.*
31:53 Question from Live Chat: With a lot of Height Deformation, would the UV’s get stretched? (getting into Adaptive Density)
36:40 Question from Live Chat: Will the UV Islands be cut into Smaller Islands? (getting into how Labs Terrain Mesh ROP node re-topologize terrain accordingly to its respective UDIM tile square)
39:42 Recreate Error in Substance Painter to Demonstrate Bad UDIM Tiles
43:30 Small Talk about Future Plans
49:33 Question from Live Chat: What if remove the last two UV nodes in the HDA? (uv layout node & uv transform node)
50:04 Question from Live Chat: Do I post updates on Twitter / IG? What’s my handle? (I usually post on twitter, I pasted my social media into Live Chat, but it’s on the bottom of this Description as well)
Twitter:
https://twitter.com/BubblePins
Instagram:
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Houdini to Substance Painter Workflow for Heightfield Terrains!

Here I demonstrate how to export a simple heightfield from Houdini and import it into Substance Painter. We generate mask images using all the fancy Heightfield information we get from the erosion node like the Cliffs, water, debri, and so on. Then we use these mask images and plug them into the Substance Painter to setup materials for shading.

#houdini
#sidefx
#substancepainter
谷歌翻译:
下载HIP示例和HDA(Bubblepins会员专用):
https://bubblepins.com/membership/houdini-to-substance-painter-workflow-for-heightfield-terrains

该文件受密码保护,请参阅社区标签以获取密码:
https://www.youtube.com/post/Ugyym1-9U69jku2CBAl4AaABCQ

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书签和时间戳记:
2:45开始构建场景
5:16体积基元,使用Labs地形网格ROP转换为几何
6:07 UDIM的
6:20 Heightfield转换
7:00 UV Squares和UDIM
8:10设置实验室Terrain Mesh ROP节点
8:24 UDIM:为Substance Painter重新排序UV方块
9:15自定义HDA(修复了Substance Painter的UDIM重新排序问题)
10:20返回自定义HDA(深入概述)
12:42从Houdini导出Heightfield并将其导入到Substance Painter中
13:45 Substance Painter新的UDIM工作流程
15:35物质画家:纹理集(每个UDIM瓷砖一个)
15:53 Houdini for Painter中的UDIM贴图标签(使用UV布局节点)
17:05从Houdini生成蒙版图像(使用Heightfield Output节点)
21:44使用Substance Painter中的蒙版图像以程序方式分配材质
25:35提高蒙版图像的质量和Heightfield Terrain的分辨率(增加体素数)
*我想包含生成的较高体素的高度场渲染图像,以及在具有较高体素数的Substance Painter中的外观,但是我的Houdini崩溃了,这花费了太多时间。抱歉,我最终放弃了。*
31:53来自实时聊天的问题:由于高度变形很大,UV会拉伸吗? (进入自适应密度)
36:40来自在线聊天的问题:紫外线群岛会被切成较小的群岛吗? (了解“实验室地形网格ROP”节点如何根据其各自的UDIM方块重新对地形进行拓扑处理)
39:42在Substance Painter中重新创建错误以演示错误的UDIM磁贴
43:30谈论未来计划
49:33来自实时聊天的问题:如果删除HDA中的最后两个UV节点怎么办? (uv布局节点和uv变换节点)
50:04来自实时聊天的问题:我是否在Twitter / IG上发布更新?我的手是什么? (我通常在Twitter上发帖,我将自己的社交媒体粘贴到Live Chat中,但它也在此说明的底部)
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Houdini到Heightfield地形的物质画家工作流程!

在这里,我演示了如何从Houdini中导出一个简单的高度场并将其导入到Substance Painter中。我们使用从腐蚀节点(如悬崖,水,碎片等)获得的所有奇特的Heightfield信息生成蒙版图像。然后,我们使用这些蒙版图像并将其插入到Substance Painter中以设置要着色的材质。

#houdini
#sidefx
#substancepainter

(提取码:vfxf)