- Видео 113
- Просмотров 330 191
Schädl Christoph
Добавлен 10 мар 2010
Material creation LookDevX 1.4
Render agnostic Material Creation with LookDevX
www.artstation.com/marketplace/p/p0Jao/tutorial-old-hand-drill
www.artstation.com/marketplace/p/p0Jao/tutorial-old-hand-drill
Просмотров: 730
Видео
Mixing Displacement with LookDevX Maya
Просмотров 6469 месяцев назад
Mixing Displacement with LookDevX Maya
Vray to Photoshop with ACES the easy way.
Просмотров 9019 месяцев назад
I dont recommend this workflow if you need a proper color setup. Its just brute force baked ACES into the EXR.
Rendering VDB from Bifrost with Vray
Просмотров 37311 месяцев назад
Here the scene file on discord. discord.com/channels/872260298508222534/1205162413997953094 Maya 2024.2 Bifrost 0.8 Vray 6
Bifrost Bullet Sim to Alembic
Просмотров 22311 месяцев назад
Maya Scene File discord.com/channels/872260298508222534/1204429935515795477 Download the latest Bifrost 0.8 in your Autodesk Account. Compounds needed. mjcg.gumroad.com/l/mjcg_compounds Bullet Plugin github.com/HeydoubleU/Bulletfrost/tree/master How to install Bullet for Bifrost ruclips.net/video/HAHfqk7Z7u0/видео.html
Arnold Light Debug Renderlayer
Просмотров 270Год назад
Sometimes its needed to override the color with a simple gray color to get a better feeling about the light in the scene. But you want to keep the displacement, normal, bump, roughness and ss.
How to install Bullet for Bifrost
Просмотров 929Год назад
github.com/HeydoubleU/Bulletfrost/tree/master heydoubleu.gumroad.com/ discord.gg/bifrost-addicts
How i use the new AutoRetopo in Maya2024
Просмотров 11 тыс.Год назад
Automatic retopo could speedup the retopo process. linktr.ee/cg_oglu
xGen Interactive duplicate Guides
Просмотров 1,5 тыс.Год назад
Is there any other way duplicate a guide modifier from one discription to an other? linktr.ee/cg_oglu
Vray 6 Hybrid Comparison
Просмотров 2,5 тыс.2 года назад
Render Mode Comparison CPU vs. RTX vs. Hybrid AMD Ryzen 5950 Geforce 3060 12GB Social: linktr.ee/cg_oglu
7: Bifrost_USD Vray Scatter Scene
Просмотров 6142 года назад
Bifrost Scatter Scene download on the Bifrost Discord. You need Maya 2023.2 and Vray 6 There is an other vid about how to create those USD Files for Vray here. ruclips.net/video/iSpcaa-7HvM/видео.html linktr.ee/cg_oglu
6: Bifrost_USD Render and Proxy Purpose
Просмотров 8362 года назад
6: Bifrost_USD Render and Proxy Purpose
Vray and Arnold rendering Pixar Kitchen loaded with Bifrost USD
Просмотров 5 тыс.2 года назад
Vray and Arnold rendering Pixar Kitchen loaded with Bifrost USD
Bifrost Scatter Part: 17 Alembic to Vray
Просмотров 1,7 тыс.3 года назад
Bifrost Scatter Part: 17 Alembic to Vray
Fast Rock Test with Arnold and Bifrost
Просмотров 5983 года назад
Fast Rock Test with Arnold and Bifrost
Bifrost Scatter Part:16 Delete Points inside Geometry
Просмотров 1,4 тыс.3 года назад
Bifrost Scatter Part:16 Delete Points inside Geometry
Bifrost Scatter Part:15 Rotate single Tree
Просмотров 6713 года назад
Bifrost Scatter Part:15 Rotate single Tree
What node is that u use for compositing, is it called "Plus"? can't fin it in Arnold
@@MarcFun search in LookDevX it should be there.
Do you know how to mix two materialX surfaceshaders?
Thats nor so easy at it seams. Some do render in the Viewport some only in Arnold. But the mix (compositing) set to surfaceshader should render in the viewport. And the Arnold mix_shader node should work with Arnold.
@@mudoglu Thanks for looking into it. I thought that maybe there was something I wasn't seeing. I hope this can be fixed in future releases by Autodesk. Looking forward to more of your videos!
Thank you. Following your videos, I managed to import and render the USD Kitchen in Maya/Arnold
What's wrong with your mic? Can hardly hear you.
Hello, I am a student who has recently been learning about usd workflow. Even if you use the usd workflow in maya and substance painter, is it absolutely necessary to manually connect the texture to the material at least once? (hypershade) I'm getting stressed about connecting a large number of textures.
Nice tutorial! Thank you so much!!! For Maya 2025.1 the node "get_geo_property" is not working for me, instead I used the node "get_geo_property_or_default" node and change the parameters accordingly the video.
sorry didnt continue with the video. volume too low.
Great tutorial! Thank you Christoph!
there no usd stage in outliner
That tutorial is for native maya objects. No need for USD.
Thanks to take time to create LookDev content!
Thanks for the vid. We add 2 Aces LUTs on top, as we need all of the exr passes for retouching. We build the V-Ray back to beauty. Still mad that Photoshop doesn't support Aces/layered exrs natively.
What's the advantage of using ACES vs. regular 32 bit images for compositing? I only see advantages over the 3D renders because it is fully tone mapped. Baking in the sRGB profile when saving 32 bit images won't clip any data and make your life easier for editing in PS.
@@Ricardo-de9juOnly thing I can think of is in photoshop we put a couple of LUTs at the top of the stack so we don't get values over 1. If you don't use aces you can easily go over 1 and in photoshop then you have to clip the file - which isn't as straight forward as in Nuke etc.
My bifrost folder is @ C:\Users\mihir\Autodesk\Bifrost. Yours is C:Autodesk/Bifrost. do I modify the line? to work? thanks
Yes modify the path...
@@mudoglu my rebel pack 0.5 is inside compound folder .remove it to the bifrost folder? Thanks man for your help. the lightining graph worked
@@mihirmahapatra3189 you dont have to move it. Rebelpack in the compounds folder is fine.
Hello! Is it even possible to load all of that island stuff, not some parts of a scene by mask? I was really curious to dive in such a scene to figure out some interesting stuff from the work of professionals but it turned out i got more questions now like how do they work with all that if it can not be displayed even with usd
Yes but only if you use hydra as viewport. Or use a renderer. The Maya viewport 2.0 cant handle it without a giant graphics card.
Thank you for this.. Very helpful.. When am trying to test am getting this: // Error: Error: while compiling top level compound 'bifrostGraphShape1', around <no specific location>: // JIT compilation used external symbol '??$getDefaultClass@VCollisionShape@Collision@Bullet@@@Internal@Amino@@YAAEBV?$Ptr@VCollisionShape@Collision@Bullet@@@1@XZ' which could not be resolved // Error: Error: while compiling top level compound 'bifrostGraphShape1', around <no specific location>: // JIT compilation used external symbol '??$getDefaultClass@VCollisionShape@Collision@Bullet@@@Internal@Amino@@YAAEBV?$Ptr@VCollisionShape@Collision@Bullet@@@1@XZ' which could not be resolved // Error: Error: while compiling top level compound 'bifrostGraphShape1', around <no specific location>: // JIT compilation used external symbol '??$getDefaultClass@VCollisionShape@Collision@Bullet@@@Internal@Amino@@YAAEBV?$Ptr@VCollisionShape@Collision@Bullet@@@1@XZ' which could not be resolved // Error: Error: while compiling top level compound 'bifrostGraphShape1', around <no specific location>: // JIT compilation used external symbol '??$getDefaultClass@VCollisionShape@Collision@Bullet@@@Internal@Amino@@YAAEBV?$Ptr@VCollisionShape@Collision@Bullet@@@1@XZ' which could not be resolved // Error: Error: while compiling top level compound 'bifrostGraphShape1', around <no specific location>: // JIT compilation used external symbol '??$getDefaultClass@VCollisionShape@Collision@Bullet@@@Internal@Amino@@YAAEBV?$Ptr@VCollisionShape@Collision@Bullet@@@1@XZ' which could not be resolved // Error: Error: while compiling top level compound 'bifrostGraphShape1', around <no specific location>: // Failed finding library for symbol ??$getDefaultClass@VCollisionShape@Collision@Bullet@@@Internal@Amino@@YAAEBV?$Ptr@VCollisionShape@Collision@Bullet@@@1@XZ // Error: Error: while compiling top level compound 'bifrostGraphShape1', around <no specific location>: // Failed finding library for symbol ??$getDefaultClass@VConstraint@Constrain@Bullet@@@Internal@Amino@@YAAEBV?$Ptr@VConstraint@Constrain@Bullet@@@1@XZ // Error: Error: while compiling top level compound 'bifrostGraphShape1', around <no specific location>: // Failed finding library for symbol ??$getDefaultClass@VRigidBody@RBD@Bullet@@@Internal@Amino@@YAAEBV?$Ptr@VRigidBody@RBD@Bullet@@@1@XZ // Error: Error: while compiling top level compound 'bifrostGraphShape1', around <no specific location>: // JIT compilation used external symbol '??$getDefaultClass@VRigidBody@RBD@Bullet@@@Internal@Amino@@YAAEBV?$Ptr@VRigidBody@RBD@Bullet@@@1@XZ' which could not be resolved updateRendererUI; Any ideas what am doing wrong?
I assume you arnt using Bifrost 2.8
@@mudoglu Yep.. That was the problem.. thank you!!!!
Sorry to bother again.. :) am getting this error when i load // Error: Error: 'file:///BulletfrostPackConfig.json' is not a valid Amino JSON file: Missing the header's 'file format version' metadata. Any work arounds?
Hi ! How do you combine the fractal noise field and a mask ?
www.notion.so/liamcollod/Filter-points-for-scatter-634b6c8a5bd7444eaf34571fcf98599b
Уже с самого начала, не показано что нажимает, чтобы вылезло recent. То есть это не тутор, а вообще неронятно, что.
Good one bro
May I ask...how to import multiple poly in one object to Bifrost? Ex:Your flower is one object for Bifrost instance,but it also have 5 polys. Originally I thought I should import 'flower.ass' to Biforst, then I realize I misunderstand your workflow
discord.com/channels/872260298508222534/1195350739959169085
Procedural delete_face would be great.
This is neat, but there's already a pre-built tool in the viewer for that. Go to Windows (of the Arnold viewer, not Maya) > Toolbar Icons and turn on Debud Shading. A new menu will appear on top next to the camera and AOV one and there you can choose Lighting and it's basically this kind of preview. There's also many other useful modes there, Basic for example is very useful for checking bumps and displacements. The downside of Lighting mode is that it won't show SSS, in that case you would indeed need this kind of setup.
Yes. But you loose the roughness map. Thats a super important one for me.
@@mudogluYeah, well noted.
Please post more
This is insane 🤧
Used to do this with Soup group node for extruding and bevelling.
how do u do that the object so close to each other but not overlap each other? i used distance based option and used the normal number but it seems like effect only for the cubes
I use blue noise. That should do it.
i used that as well but still have this issue. :( Not as much before but i stil has it. @@mudoglu
@@angelvalaki Show us your graph on the Bifrost Discord.
thank you i really needed this
And how do you finally join the body with the arm?
Combine and bridge. Or with Quaddraw.
Bro how to get vdb plugin
No plugin needed. Use Bifrost.
Amazing tutorial, but where we can find sample scene?Also i dont know why but my sample point_position node became orange and when i plug into the output red.
Show us your graph on the Biftost Discord. We will help over there.
Like medicine 🙏thank you!
Thanks, this helped a lot! :)
What is better RTX 4090 or RTX A5000, A6000 for rendering 3D/CAD?
I would go with a 4090. The A6000 is to expensive. But worth if you need the extra vram. Take a look at the benchmark. benchmark.chaos.com/v5/vray-gpu-rtx?index=1&ordering=desc&by=avg&my-scores-only=false
Hi,How did get RGB color on xGen Interactive hair ?
oh it's so hard to change ver...
That is great. Thank you so much for explaining the connection. I suppose once its inside Bifrost, it can interact with all kind of particles/cloth/strands? Thanks for your very helpful tutorials 🎉
Really nice. There is a reason Bullet is still popular up to this day ! ;D
I don't understand why big companies can't train AI to do intelligent retopo. It's like an old algorithm like Zremesh, which was preceded by the free Meshlab and still can't solve more complex surfaces, let alone a stronger optimization where all the algorithms are "upside-down" and can't match human knowledge.
Its cheaper to use humans. Ai is where the money is.
It's sad@@mudoglu
Retopo is a boring tech stuff to me not the creative part of the development - same with UV@@mudoglu
There should be a density map creation possibility as well.
Awesome tip for nicer playblasts!
You gotta be careful with AutoRetop, especially in ZBrush. Some things are just better done by hand, even if they take a long time. Learned that lesson the hard way while at Sheridan.
Well, if you take your time in zbrush and create poligroups for all the different areas and loops you want to have,retopology is really doing a very good job.
It doesn't seem to work for me. I set up the eyebrows according to the tutorial and pressed Build, but it stops at 35%. You can interact with it but it's not complete. The joints are binded to the geometry but they're not attached to the controls.
I recommend asking in the mgear forum. There changed a lot.
Mesh to volume is basically a Voxel/Dynamesh operation. I assume u can also do a Difference operation.
woha, is it auto unwrapping the new mesh?
No. I use a triplanar node.
these green tubes need to have uvs ?
Yes. Cause they are needed to indicate where the groom starts
RTX+CPU render (with CUDA) uses rtx mode of gpu or is not possibile with CUDA but only with RTX v-ray mode (that does not use CPU? Thanks
Great stuff!
CPU render uses molti o single core? Thanks
Everything in rendering is multicore.
@@mudoglu With 5950x and 4090 hybrid render should be 15% faster too vs rtx render or less? Thanks
@@ricbattaglia6976 That depends on the scene. Sometimes it isnt faster.
So CUDA is GPU+CPU render and it is faster but noiser than RTX than CPU (more accurate)? So the best PC it'd be with a threadripper and a RTX 4090 or is better only 4090 and processor is not so important? Thanks.
If you have the money max out both. If not go with a 4090 only.
CUDA is rtx+cpu and better but slower, right?
@@ricbattaglia6976 no cuda is similar to rtx. It does also work on gpu only. Cuda is s programming language.
Thank you for this good advice. I found that any retopo tool creates spiral loops or however they are called. But this is a sort of a solution
Mudbox does have guides so thats a solution there.
@@mudogluthanks. I only use maya. always:D
Hi Mudoglu. You can duplicate the original that way: 1. Navigate to the guide tab in the interactive groom editor. 2. Input Guide --> Make Guides Dynamic. 3. Attach ON, snap ON, exact shape match ON, delete orig ON. 4. A new hair system gets created. Select the output curves grp and unhide (incl shapes). 5. Delete all other hair system nodes (nucles, hair system, follicles). The output curves now match exactly your original guides. From here on you could apply them as new guides to another description.
Oh yes thats working. Nice
Brilliant. Autodesk's lack of documentation amazes me at times
A particularly great example!