Houdini: 'Fixing' Megascans Displacement Issue w/Redshift

Houdini: 'Fixing' Megascans Displacement Issue w/Redshift

Break Your Crayons

4 года назад

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@lyndajones1133
@lyndajones1133 - 19.02.2021 06:28

dude wtf. every video i find to help with this ads more confusion and headache. starting to loathe plugins inside houdini. my megascans plugin box does not look like yours as it doesnt have the CONVERT checkbox like yours does. smh.

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@cullenhassel8131
@cullenhassel8131 - 14.12.2020 21:25

Is an HDA for this process still in the works?

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@tyehansen5519
@tyehansen5519 - 26.10.2020 20:23

Hey great video, im running into a issue where when I go to select my high LOD in the file node. Instead of seeing all the LODS separate LOD 1 LOD2 LOD 3, etc. I see only one option that is "LOD$F". Your help would be greatly appreciated

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@jordi-rohtau
@jordi-rohtau - 21.10.2020 17:23

Mmm... It is a grey=zero displacement map, pixel values of 0=displace inward, pixel values 127 (mid grey)=no displacement and pixel values of 255=displacement outwards.
Just offset the color on your texture in the shader and everything should sit in place correctly.

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@Moddance19
@Moddance19 - 23.09.2020 04:07

I’m a bit a noob but is it possible to bake my own map using substance with their textures?

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@underthetop30
@underthetop30 - 19.09.2020 13:25

Thanks you for this tip. Its one of the problem inside houdini even if you are using mantra.

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@jrosas24
@jrosas24 - 11.09.2020 01:01

Very insightful and helpful, I too bumped into this problem recently having just started with megascans so thank you for sharing your findings. Have you found a way to convert the displacement map from log to linear inside Houdini COPs context?

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@Fleischmahn
@Fleischmahn - 24.08.2020 17:37

Thanks for the video, very helpful. Does anyone know how to go about the log to ln conversion without Nuke?

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@COOLSEMIS
@COOLSEMIS - 24.08.2020 01:24

This is so helpful.
Thank you!!

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@SnazzySupreme
@SnazzySupreme - 10.08.2020 18:43

Hi thank you so much for this video!
I was wondering myself why the LOD0 asset looked worse than a basic mesh with a mountain node hahah...
I also thought it had to be the colorspace, glad you confirmed my suspicion, and thanks for all the information you have pursued in this issue.
Please keep my posted if you bump into anymore amazing knowledge, subscribed! :)

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@feelthefears
@feelthefears - 18.06.2020 11:15

Damn, I just managed to take a look at the thread you posted. I always assumed the discrepancies were due to their intention of not being the same. I don't wanna do the same thing I have to do when importing my scanned objects!

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@HideDesignSnc
@HideDesignSnc - 18.06.2020 03:21

tHIS A great Tut, but this defeats the idea of megascan, and they should fix it....
maybe this could be automated in some way?

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@feelthefears
@feelthefears - 04.06.2020 10:02

Hey, while in my opinion even the highest poly LOD is prety low poly and I like the idea of creating a lod from high poly sources, are you sure there wasn't something wrong here? LODs from megascans look quite good when setup correctly.

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@metaturnal
@metaturnal - 03.06.2020 15:01

thanks! again, really helpful!
I have a question. in Renderman the default displacement 0 is 0.5.
the range is -1 to 1
you mentioned black would normally be 0.
is that an absolute / universal truth, or something that might change for any render engine's own standards?
is a negative displacement not wanted /not something that's usually done?
could you make a guess as to if 0.5 is referring to 50% brightness or a spacial dimension? and if should remap it?
no worries, if you're wrong that's no biggie.

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