

In the third episode we talked about camera mapping, surface shaders, texturing, displacement maps from Mari and Zbrush, how to ingest Substance Painter textures and did a few surfacing exercises. We also talked about Redshift lighting tools, built-in atmospheric effects, and cameras. I shared with you my own “cheat sheets” to deal with GI and sampling. We have already discussed in depth the most basics features like global illumination and sampling. My Patreon series “Introduction to Redshift for VFX” is coming to an end.

Downloadable material will be attached in the next post. We'll be working with the latest versions of Houdini, Arnold and ACES.Īs usually, the video starts with some slides where I try to explain why building a lookdev rig is a must before you do any work on your project, don't skip it, I know it is boring but very much needed. Talking about HDA's, I will be introducing the new features for HDA's that come with Houdini 18.5.633 that I think are really nice, specially for smaller studios that don't have enough resources to build a pipeline around HDA's.īy the end of this video you should be able to build your own lookdev tool and adapt it to the needs of your projects. It is in a way similar to the one we did for Katana a while ago, but using all the power and flexibility of Houdini's HDA system. In this video I show you how to create a production ready lookdev rig for Houdini, or what I like to call, a single click render solution for your lookdevs.
