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Houdini建筑纹理着色训练视频教程
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Part2
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tile01medium012.jpg (408.83KB)
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scratches.png (844.12KB)
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rohan_new_specular.hdanc (12.30KB)
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rohan_new_refraction.hdanc (20.02KB)
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rohan_new_dif_and_sss.hdanc (16.78KB)
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rohan_new_dif_and_spec.hdanc (12.04KB)
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material tests.hipnc (2.15MB)
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chapter9 - material tests.mp4 (76.20MB)
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chapter8A - thin film.hipnc (2.14MB)
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chapter8A - thin film refraction.mp4 (46.94MB)
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chapter8 - refraction shader.mp4 (62.30MB)
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chapter7 - specular shader.mp4 (54.24MB)
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chapter6 - diffuse and sss.mp4 (58.59MB)
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Part1
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otls.rar (116.10KB)
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chapter5 - tiles asset.mp4 (65.21MB)
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chapter4 - gradient ramp asset.mp4 (56.57MB)
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chapter3 - maps asset.mp4 (78.35MB)
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chapter2 - uv asset.mp4 (59.66MB)
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chapter1 - intro.mp4 (12.63MB)
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readme.nfo (105.00Bytes)
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Houdini建筑纹理着色训练视频教程 Shader Building in Houdini Rohan Dalvi教程中文名称:Houdini建筑纹理着色训练视频教程
教程英文名称:Shader Building in Houdini Rohan Dalvi
教程出品机构:RohanDalvi
教程时长:3小时4分
教程格式:MP4 附工程源文件
教程使用软件:Houdini
教程作者:RohanDalvi
教程语言:英语
Shader Building in Houdini Rohan Dalvi
shader building in houdini 1 & 2
The video training includes the hip files and digital assets training level – intermediate
This training is a continuation of the Texture Building Series.
In this series we take a look at how to convert shader trees into usable Digital Assets. The purpose of the training is to help simplify the material building process in Houdini. We take the PBR shader nodes and convert those into usable Digital Assets that we can then use in production. We also make digital assets to help make the day to day workflow of shader building simpler.
The training is split in two parts.
In the first section we start by converting the daily mapping tasks in Digital Assets such as, UV mapping, Gradient Ramps and other maps. We then also look at creating a Digital Asset out of a more custom built map/texture.
The second section of this training looks at the Surface model. We recreate the functionality of the surface model by using the PBR nodes and convert those into perfectly usable production shaders that can be used for day to day tasks. We end the series by building a few complex materials using all the various digital assets that we have created throughout the series
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