RMA FIRE

Fundamentals of Rendering with Redshift in Houdini
18:49
RMA Houdini Tutorials

Fundamentals of Rendering with Redshift in Houdini

This is a quick start guide for some of the fundamentals and must knows for making awesome still images in redshift. Will be covering how to setup lights, materials, camera and render settings. Heres some of the key things we cover: - Rs Dome light : Make sure to add a dome map, disable from background and from viewport. - Rs lights - set to spherical and tick off the visibility - Uv quick shade : Test to make sure your uvs look how you wish before putting the material. because you cant visualize the diffuse once the material is on. - On the materials will be creating a redshift material, then you want to connect the rs material to the redshift material. - Rs Texture : Ensure its RS not just a texture so that redshift reads it. - Will be using an RS Bump - Reduce intensity to .1 or less - Rs AO plug into the overall - Rs color correct to tweak your textures - Rs Displacement plug into the displacement - Rs texture connected to roughness helps tweak the reflections - Redshift render in our OUT context - Make sure you have global illumination to brute force - On our OBJ context, tesselation is on and also our displacement - Refer to sec 16 to tweak your ZD, you need to enable this on the redshift cam parameters. - At min 19 I show you where to tweak your final render paramenters and increase the samples to get more detail form your images. Stay updated folowing us on instagram @rmadesign.tv You will find there some shots of our proyects and tutorials.
Controllable Liquid Gold in Houdini | Bonboinite Commercial breakdown Part 1
19:52
RMA Houdini Tutorials

Controllable Liquid Gold in Houdini | Bonboinite Commercial breakdown Part 1

This is a tutorial inspired on a very succesful commercial video made for Bonbonite. You can check out the projects result here: https://www.rmadesign.tv/rma-bonbonite-pin-gold On this series of tutorials will be covering how to create art directable and highly efficient liquid covering FX. Will teach procedural methods to gain full control over what parts of the geo are covered, how to make best use of the leading edges shape and uv mapping of liquids in houdini. Part 2: https://youtu.be/TvSg2NxveqY Notes from part 1: - First thing is to create the geo that will be covered in gold. - I used vdb techniques to smooth the geo and make it feel similar to the brands pin. - The uniformity of the logos geometry after vdb processing helps the splines find how to adhere to the geometry. - Its a good idea to cache the vdb geo so its quicker to view andwork with. - Were using a simple two point line which is being copied onto another line. - The line in which we copy this line we are resampling and applying noise to it. - ( 0:05:25:01 ) Chramp of size multiplied by curveu and direcion of the normal is controlled in wrangles. - We control the amount of drips that are being created with the noise here. - ( 0:09:16:02 ) Show syou what I mean by the size of the drips. - (0:09:32:09) How to apply noise to a line using vops. - ( 0:12:30:13 ) Shows how to setup the noise output on the pscale using vops. - To setup the uvs we need to use a time freeze and apply the uvs, then copy this attribute to our original setup. This grabs the uvs and maps to that frame, so it will cause the uvs to stretch and shring. This is explained further here ( 0:15:17:06 ) - After setting up uvs, you want to place the lines ontop of the logo. You can use a bend sop to help you make it feel like its following the geo closer. - I am then using a ray to have the geo adhere to the surfacer. Stay updated folowing us on instagram @rmadesign.tv You will find there some shots of our proyects and tutorials.
Controllable Liquid Gold in Houdini | Bonboinite Commercial breakdown Part 2
25:12
RMA Houdini Tutorials

Controllable Liquid Gold in Houdini | Bonboinite Commercial breakdown Part 2

This is a tutorial inspired on a very successful commercial video made for Bonbonite. You can check out the projects result here: https://www.rmadesign.tv/rma-bonbonite-pin-gold On this series of tutorials will be covering how to create art directable and highly efficient liquid covering FX. Will teach procedural methods to gain full control over what parts of the geo are covered, how to make best use of the leading edges shape and uv mapping of liquids in Houdini. Part 1: https://www.youtube.com/watch?v=sRQAfWhmBYc&t=5s Notes from part 2: - The ray sop helps us adhere the geo to the surface. - We are using the normals to show the ray sop in which direction to adhere the surface to the geo. - Normals are controllable with wrangles like this: @N = {0,0,0} - Control the ray direction to get the curves adhere better from your cameras angle. - We can now control the control over the leading edges shape and the uvs are also working. - Delete by bounding box is great to isolate the part of the geo will be using, I use it to help optimize our scene. - $CR delete the red and allows to keep the black which is what will be surfacing with the VDB from particles. - Use a VDB combine to help us remove the points and liquid that penetrates the geo. - I am using booleasn as well to remove parts of the geo that the liquid should not be touching. So you can delete and shape your vdb to suit the shape you wish it to take. - The higher point count or geo, the more detail will have on our uvs.

RMAFIRE is a houdini training community where RMA shares useful tips to level up your houdini and design skills.