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Hey everyone! I wanted to share this tutorial I made for the Maxon Demystifying Post-Production series this month. It is a quick 1 hour tutorials covering a quick run-down on Houdini heightfield tools and scattering with Redshift.

A lot of these subjects are covered in more detail on my Patreon but this is a nice quick tutorial run-down on this subject. Enjoy!

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Redshift Workflows in Maya, Houdini, Blender & ZBrush 3/4

Redshift Workflows in Maya, Houdini, Blender & ZBrush 3/4 Join us for a special series of Redshift workshops, that show you how to create visually stunning renders for a range of Digital Content Creation host applications. Each week the Maxon Training Team will showcase essential techniques to help you get the best performance and quality balance for your production, with our industry experts showcasing powerful Redshift workflows for Maya, Houdini, Blender and ZBrush. Week 3 – Mon 23rd Jan 2023: Redshift & Houdini Industry expert and artist Saul Espinosa will take you through key techniques for Redshift in Houdini, highlighting workflows for Volume, Strands, Instancing and Particles, showcasing key Redshift settings to use in your Houdini scenes. 00:00:00 Welcome 00:00:45 Housekeeping 00:02:35 Today Houdini 00:03:43 __ Intro Saul 00:04:33 Houdini Preparation 00:05:04 __ Scene setup 00:06:18 __ Load content 00:07:44 __ Gaia Pro adjustment 00:09:20 __ Resample Hightfield 00:10:15 __ Voxel to Polygons 00:11:45 __ Polyreduce, Paint 00:18:38 __ Reduction result 00:19:57 __ Recache 00:21:01 __ Convert to Proxy 00:22:15 Redshift 3D Preproduction 00:22:16 __ Standard material 00:22:44 __ Redshift Render View 00:23:11 __ Overwrite Cam Resolution 00:23:30 __ Texture Sampler, Gaia masks 00:25:20 __ First Render preview 00:25:38 __ Roughness, Diffuse Model 00:26:42 __ Render, IPR cam 00:27:27 Redshift 3D Proxy Workflow 00:27:51 __ Loading Proxy 00:28:18 __ Overwrite Material 00:30:02 __ Redshift Advanced Options 00:30:08 __ Hardw. Ray-Tracing 00:30:23 __ Trace-Depth adjustment 00:30:55 __ Volume Scattering, Fog 00:32:03 __ Environment Fog, Dome Light 00:32:55 __ Color Space, Raw 00:33:21 __ Volume Scattering, Attenuation 00:33:37 __ Ray Contribution Scale 00:34:47 __ Heightfield Scatter, Coverage 00:36:46 __ Maskbyfeature 00:38:40 __ Height, masks setup 00:42:05 Environment Assets 00:42:12 __ Merge Trees 00:43:42 __ Distribution, Attribute Weight 00:45:29 __ Size and scale, up, down 00:47:11 __ Randomize Up Yaw orientation 00:47:49 __ Keep Incoming Terrain 00:48:18 __ Variability Range 00:50:06 __ Rendering, Instancing, Scatter 00:51:34 __ Rendering results 00:51:43 __ Tree Scale variation 00:54:43 Q Is Gaia Pro Procedural 00:56:10 Q __ Labs, gaea_tor_processor 00:58:45 Q Quads variation, difficult 01:00:28 Q __ Projection, UV 01:01:28 Q Render SDF, Volume 01:02:46 Q Polygon Reductions, general 01:04:40 Q __ Exoside Plugin 01:06:02 Q What version was used here 01:06:43 Q Noise, Volume Scattering 01:12:45 Q Render Hardware 01:13:54 Wrapping up discussion 01:15:22 Thank you and bye! Register free: https://attendee.gotowebinar.com/register/8108341230222915928

Comments

David Stripinis

Saul - I can show you a technique for re-uv ing heightfields easily for when you have intense verticals.

Saul Espinosa

Sure feel free to drop an explainer here in the comments for anyone else who might be wondering. In this particular case doesn't really matter since it isn't protruding much and Gaea's planar projection UV works just fine even if the mesh is decimated as it is just a planar square UV anyways. But I have not looked into different scenarios or UV tiling of UDIMs etc. (Though I am sure it is doable.)