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Shader Building in Houdini - Rohan Dalvi
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  • 发布时间:2014-9-8 18:07
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Shader Building in Houdini - Rohan Dalvi
Duration: 3h 4m | Video: h264, yuv420p, 1280x720, 24 fps | Audio: aac, 44100 Hz, 2 ch | 515 MB
Genre: eLearning | Language: English | Project files Included
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
胡迪尼-罗汉达尔维着色器建设
持续时间:3 h4 m|视频:h264、yuv420p,1280 × 720,24帧/秒|音频:aac,44100Hz,2ch|515MB
类型:电子学习|语言:英语|项目文件包含
在本系列中我们看看如何将着色器树转换为可用的数字资产。培训的目的是帮助简化建设过程中胡迪尼的材料。我们采取PBR着色器节点和转换那些入我们然后可以在生产中使用的可用数字资产。我们也使数字资产,以帮助使着色器建立第一天到一天工作流程更简单。
培训是分割成两部分。
第一节中我们开始由如转换中的数字资产的日常映射任务、UV映射、梯度坡道和其他地图。我们也看看创建出更多的自定义构建地图/纹理的数字资产。
这次培训的第二部分看表面模型。我们使用PBR节点重新创建表面模型的功能和转换那些入可以用于日常任务的完全可用生产着色器。我们通过使用我们已经创建了整个系列的所有各种数字资产的几个复杂建材结束系列
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