Support us on Patreon:
EDIT: For more point to texture attribute trickery have a look at the scene files.
In our tutorial on dissolving geometry we hinted at baking point distances into a texture rather than using highly subdivided geometry to store attributes from a point cloud. While this is possible using classic baking approaches in Mantra, we wanted to build something more lightweight, while providing on render time evaluation in third party engines such as Redshift or Octane.
In this tutorial we’re gonna build a fast texture baking setup using volumes and VEX. It evaluates on render time without the need for separate baking and it works with Octane and Redshift too!
00:00 - Intro
00:33 - Importing & Preparing Geometry
01:50 - Fixing UVs
03:03 - Scattering Points
03:30 - Creating A Texture
04:27 - VEX: Writing Point Distances To Volume
07:56 - Converting Volume To Texture
08:57 - Mapping Texture To Geometry
10:00
5 views
2
0
6 months ago 00:17:47 4
Houdini: Baking Point Attributes To Textures
9 months ago 01:04:20 5
LIVE Project Breakdown | Nike Air Bubble Inflate Animation
11 months ago 00:54:08 1
Tutorial: How to Create PRO QUALITY Scene with Blender & Houdini
11 months ago 00:26:44 1
God’s Gang | Atheist Reacts to Multifaith Kid’s Cartoon
1 year ago 00:21:40 41
Creating Procedural Environment Assets in Houdini
1 year ago 00:13:55 1
The power of reversed bullet simulation in Houdini 19.5
2 years ago 00:00:24 1
[CS:GO] A tsunami strikes and floods Inferno (VFX)
2 years ago 01:33:26 11
Houdini Custom Pyro Shader | Redshift, Renderman, Arnold
2 years ago 00:25:16 1
[EN] stop motion animation in mograph part1: unfolding animation tuto + C4D file
3 years ago 00:18:57 5
Houdini Rock Breakdown || Houly2020
3 years ago 00:14:39 1
Houdini Sci-fi Panel || Breakdown
3 years ago 00:26:34 1
Pre-Baked Destruction in Unreal Engine || Houdini Tutorial
3 years ago 00:36:17 44
Houdini 18.5 - Procedural Paneling
3 years ago 00:55:09 1
Crafting Procedural Assets for Unity and Unreal | Simon Verstraete | HOUDINI HIVE GAMEDEV