SamSuka
elephantvfx
elephantvfx

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Arnold interoperability

Hello patrons,

In this video I will guide you trough arnold operators in both Maya and Houdni to show you advanced methods for creating looks, and potentially anything arnold related. Working with arnold operators can be very beneficial in your visual effect pipeline, among other things you are going to be able to transfer "for free" pretty much anything from one 3D package to another, in this case from Maya to Houdini and vice-versa.

These days it is very common to work in a traditional 3D package like Maya while creating assets and then moving to a scene assembler like Houdini or Katana to do shots. With this workflow you are going to be able to do so in a very clean, tidy and efficient way.

On top of that, I'm going to show you how to create look files that can be easily exported to use in lighting shots, independently in Maya or Houdini. You also are going to be able to override looks, versioning looks in Shotgun and many more things.

Two plus hours video tutorial will be posted in the next entry.

Thanks a lot for your support.
Xuan.

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Hola patrons,

En este video te voy a guiar de forma detallada a través de los operadores de arnold, tanto en Maya como en Houdini. Mediante este workflow avanzado, vas a ser capaz de crear entre otras cosas looks, pero potencialmente puede ser utilizado con cualquier elemento de arnold, como luces o volumes.

Esta metodología te va a permitir saltar entre Maya o Houdini, o realmente cualquier otro software 3D que utilice arnold render.

Estos son workflows muy comunes en cualquier estudio de efectos visuales, donde el departamento de assets generalmente trabaja en Maya y los departamentos de lighting y environments en un scene assembler como Katana o Houdini.

Además de todo eso, también te mostraré como crear looks para poder publicarlos en Shotgun y utilizarlos independientemente en Maya o Houdini en tus planos de lighting.

El video tutorial de mas de 2 horas será publicado en el proximó post.

Gracias por tu apoyo,
Xuan.

Arnold interoperability

Comments

thank you

all: /primitives_grp* group 01: /primitives_grp/cubes_grp* group 02: /primitives_grp/spheres_grp* object inside group 01: /primitives_grp/cubes_grp/pCube1* object inside group 02: /primitives_grp/spheres_grp/pSphere1* Always use arnold procedural with alembic, it is much faster.

elephant vfx

Hi really nice and informative, but I noticed that if you have an alembic structure with ONE GROUP like you group some objects in Maya and export as alembic. the syntax code for collection work for the entire group not for individual object that are inside that group. can you provide the syntax for that? best regards


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