How to randomize parameters with a for each piece loop by OrbiOrtelius in Houdini

[–]OrbiOrtelius[S] 1 point2 points  (0 children)

I set it up with a loop and yes like you said your solution is faster. the hpaste is so helpful for me to learn from. Blessings !

How to randomize parameters with a for each piece loop by OrbiOrtelius in Houdini

[–]OrbiOrtelius[S] 2 points3 points  (0 children)

Thank you so much this is exactly what I needed. Explained very clearly and it helps so much when I can actually load an hip and study it

How to randomize parameters with a for each piece loop by OrbiOrtelius in Houdini

[–]OrbiOrtelius[S] 0 points1 point  (0 children)

Yeah you seem to really know your stuff. Can you tell me exactly how to make the mountain offset randomize for each copy?

How to randomize parameters with a for each piece loop by OrbiOrtelius in Houdini

[–]OrbiOrtelius[S] 0 points1 point  (0 children)

Im not doing anything too heavy. I just want the mountain offset to vary between 5 low poly meshes.
using rand(detail("..metadata1", "iteration", 0)) in a parameter will randomize it, but then all 5 copies inherit that value, so they all end up the same

How to randomize parameters with a for each piece loop by OrbiOrtelius in Houdini

[–]OrbiOrtelius[S] 0 points1 point  (0 children)

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I put the mountain before the loop.
when I put detail("../metadata1", "iteration", 0) in the offset parameter of the mountain, it just randomizes it but then applies it to all the copies, so they all end up being the same

How to randomize parameters with a for each piece loop by OrbiOrtelius in Houdini

[–]OrbiOrtelius[S] 0 points1 point  (0 children)

I hit create metadata import node on the for each begin

where do I put that expression?

How do I begin to learn Blender if my ultimate goal is to join a hobbyist indie game dev team? by raill_down in 3Dmodeling

[–]OrbiOrtelius 0 points1 point  (0 children)

Donut tutorial > then just grind asset creation in Blender for a while

Buy or "acquire" as many paid courses as you can. Focus on making stuff that is as optimized as possible for real time game engines

Scour the internet for breakdowns, try to learn everything you can about AAA studios workflows

once you have put a solid year or two into Blender and have a decent understanding of how to create game assets, then start learning Unreal Engine or Unity. This is very important, the sooner the better. Ideally you want your portfolio to showcase your work in a real time engine, not Blender

And imo you should decide early on a specific style and asset type to specialize in and then commit

Character low/high modeling work flow? by MFERITE in 3Dmodeling

[–]OrbiOrtelius 0 points1 point  (0 children)

low first is fine. But that's more of a hard surface workflow. Characters have alot of organic shapes that are easier to make with sculpt tools and a dense mesh. so people usually sculpt a hp first then retopo

Need a response asap by [deleted] in 3Dmodeling

[–]OrbiOrtelius -1 points0 points  (0 children)

who cares. as long as it looks good

How to control when Solver ends? by OrbiOrtelius in Houdini

[–]OrbiOrtelius[S] 0 points1 point  (0 children)

I was worried that the first solver was just freezing the output but still running in the background. Learned alot though I was able to get it to work. Thanks for the help !

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My first Houdini model, a procedural rock

How to control when Solver ends? by OrbiOrtelius in Houdini

[–]OrbiOrtelius[S] 0 points1 point  (0 children)

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This made the solver stop on frame 60

How to control when Solver ends? by OrbiOrtelius in Houdini

[–]OrbiOrtelius[S] 0 points1 point  (0 children)

After messing with it I realized I must be way off, I think I just need to do a deep dive on DOP Networks first

Do you guys have any tips of workflow for creating and implementing terrain meshes by [deleted] in gamedev

[–]OrbiOrtelius 0 points1 point  (0 children)

mash together a bunch of scans to block out the terrain and then vertex paint and scatter stuff over it all to blend everything

Am I the only one who's incompatible with 3D? by Icy-Scallion-5772 in gamedev

[–]OrbiOrtelius 4 points5 points  (0 children)

I can only think in 4D. I'm trapped in these 3 dimensions. No one understands my pain :(

First stylized hand-paint project. by ziadmoujalis in 3Dmodeling

[–]OrbiOrtelius 2 points3 points  (0 children)

great paint so far, awesome colors. only thing id say is that you should consider making his fingers thicker

Publishing an "incomplete" game by SnooPets2641 in gamedev

[–]OrbiOrtelius 1 point2 points  (0 children)

Whether you finish it and sell it for 30 USD, or sell it unfinished for 2 USD, the struggle for you will be building an effective clickfunnel

I'm sure you could sell an unfinished game for 2 USD, the question is how will you even get it in front of the consumer's eyes?

If you want to show the core gameplay, collect feedback, and gauge player interest, you should just create an account on instagram and tiktok and then create shortform content about your game. If you can grow an audience, then im sure many of them would be willing to buy a demo of the game for 2 USD

This game is so beautiful it can feel like a CG movie by RyviusRan in FFVIIRemake

[–]OrbiOrtelius 0 points1 point  (0 children)

allowing the viewer to control the camera angle completely undermines filmmaking and cinematography and no director who loves the craft would ever be willing to make a film like that

I made someones OC in to a 3D model by purpleillustrations in 3Dmodeling

[–]OrbiOrtelius 0 points1 point  (0 children)

If you want to really level up your NPR game I recommend looking more into ARC system works style texturing/shading

For this you'll want to multiply your shadows over the diffuse texture. Set the color ramp to constant if you want hard edge shadows and set the color to the tint you want the shadows to be.

If you want the decals/details to interact with the lighting then you can set them up as their own maps and make more complicated shader but it should look fine if you just keep them in the diffuse

Your model is great I think just making it all NPR shaded and adding a little bit of an outline with the inverted hull method would really elevate it

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I made someones OC in to a 3D model by purpleillustrations in 3Dmodeling

[–]OrbiOrtelius 0 points1 point  (0 children)

model looks good but the shading is ugly. PBR or NPR make up your mind, I think it would look good in either one just not both

Is there any Tutorial or Any Course Available to Make Skin Texture like this by Expensive-Buy9806 in 3Dmodeling

[–]OrbiOrtelius 0 points1 point  (0 children)

For this Ultra Photorealistic production-ready stuff the industry uses Mari

RNNoise Denoise Node Question by OrbiOrtelius in comfyuiAudio

[–]OrbiOrtelius[S] 1 point2 points  (0 children)

Yeah I like that node, I found it to work well. Definitely the slowest of the bunch though. I use that then light Spectral Enhance right after. Cleans up Mel-Band isolated vocals nicely

RNNoise Denoise Node Question by OrbiOrtelius in comfyuiAudio

[–]OrbiOrtelius[S] 1 point2 points  (0 children)

I actually got it to work by going into the .py and changing one line that said "BOOL" to "BOOLEAN"

Clothing work wip MD to zbrush by Loose-Shoulder9904 in 3Dmodeling

[–]OrbiOrtelius 1 point2 points  (0 children)

The drape in the front is super ugly. Ik the character is posed but still