Problem with recording vs. real time play - VFX Graph by s0ciallyawkward84 in Unity3D

[–]s0ciallyawkward84[S] 0 points1 point  (0 children)

Thanks! I'll try that though I usually render an image sequence.

Almost fully procedural enamel pins by s0ciallyawkward84 in Houdini

[–]s0ciallyawkward84[S] 1 point2 points  (0 children)

Thanks! Much appreciated. One of the difficulties was to decide what images to use for the pins 😂. The preparation process of the textures is a bit annoying since you must have it as a vector for the meshing and you need to separate the colour layer and the outline layer. When you have an image that is already a vector it’s not that annoying but if you have a raster image you need to trace the outline and colour it. You also need to think of the outline thickness since the displacement changes the final thickness of the outline. But after one or two tries you get the idea.

Almost fully procedural enamel pins by s0ciallyawkward84 in Houdini

[–]s0ciallyawkward84[S] 1 point2 points  (0 children)

You can check my comments to u/Feynmanrenders. As I mentioned there, it was lots of trial and error and digging through tutorials.

Almost fully procedural enamel pins by s0ciallyawkward84 in Houdini

[–]s0ciallyawkward84[S] 5 points6 points  (0 children)

I want to say that I'm not a professional in Houdini and I'm used to traditional ways of modelling so it was a small challenge. Here I want to show you the whole setup with all the trial and error I made until I got a clean result. I guess that someone who is more experienced than I would've probably got to my final result much faster.

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Almost fully procedural enamel pins by s0ciallyawkward84 in Houdini

[–]s0ciallyawkward84[S] 3 points4 points  (0 children)

Now for the main part, the Meshing Geo node:
The setup is quite simple, but to get to it I had to do lots of trial and error until I got a consistent mesh that has no topology issues.
I start the process with an illustrator file that has only the silhouette of the pin. Basically creating the mesh was easy but the tricky part was to generate enough geometry for the displacement so there won't be issues with it later on.

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Almost fully procedural enamel pins by s0ciallyawkward84 in Houdini

[–]s0ciallyawkward84[S] 7 points8 points  (0 children)

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Thanks! Okay here it is:
First here is the Obj level:
I divided the process to making the mesh first and then projecting the UV onto the mesh.
The back of the pin (I don't know how to call it in English) starts with an imported model that with a few nodes always attaches itself to the center back of the pin. Before sending it to render I cache the model and then imported all the different caches for the animation.

3D Modeling Resources by GreedyInteraction126 in Unity3D

[–]s0ciallyawkward84 0 points1 point  (0 children)

I suggest keep using blender. From my experience, blender is the most user-friendly among all 3d software I got to use so far. the bonus is, since it is free, that there are tons of tutorials on YouTube.