05.02.2017 Views

3D Creative December 2015

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Setting up shaders in Houdini<br />

Displacement output: This character<br />

15 has four UDIMs so we have to follow a<br />

special workflow to output any map from ZBrush.<br />

We have to create polygroups based on these<br />

UDIMs. From the Polygroups rollout, press ‘UV<br />

Groups’. Now every time we output any map, we<br />

have to show only one of these polygroups at a<br />

time. At this point I am more concerned about<br />

displacement. I output all the displacement maps<br />

using the settings shown.<br />

“I assign Houdini’s<br />

mantraSurface shader to<br />

the body and make a special<br />

network to use the four<br />

UDIMs’ displacement maps<br />

with the shader. For this we<br />

will have to double-click on<br />

the mantraSurface to get deep<br />

into the shader and find the<br />

displacement section”<br />

Exporting into Houdini: With the help<br />

16 of a special workflow for UDIM in ZBrush,<br />

I output all the maps. I want to check if all my<br />

displacement details have came along nicely in<br />

Houdini, so I export all the meshes into it. I create<br />

some basic lighting to check the displacement<br />

and also create a Mantra PBR.<br />

Houdini shaders: I assign Houdini’s<br />

17 mantraSurface shader to the body and<br />

make a special network to use the four UDIMs’<br />

displacement maps with the shader. For this we<br />

will have to double-click on the mantraSurface<br />

to get deep into the shader and find the<br />

displacement section.<br />

I create the five nodes shown in the image,<br />

and connect them accordingly. Under the<br />

default displacement section which comes with<br />

mantraSurface, you will find textureDisp already<br />

connected to luminanceDisp, RGBDispChannel<br />

and texture_value. Disconnect them from<br />

textureDisp and connect them with the ‘add’<br />

node which we created just now. I also change UV<br />

Transform’s ‘Translate x’ value based on the UDIM<br />

number. I use a value of 0 for the first, 1 for the<br />

second and so on.<br />

Testing the displacement: As the<br />

18 scale of the model is based on realworld<br />

scale, I’ll have less trouble getting the<br />

displacement and detail which I already achieved<br />

in ZBrush. Here you can see the settings for the<br />

displacement, and test renders of the model with<br />

and without displacement.<br />

Texture painting: I texture the body<br />

19 using a mix of image projection and<br />

105

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!