![]() ![]() ![]() Solaris has multiple tools for assembling scenes, including references, the stage manager, the layout tool, the drop tool, instances, scatterers, etc. In this video we will talk about assembly, the process where we create a set using all the available assets created before. Now that everything is ready we will move on to the next stages of the pipeline. I spent many hours after that publishing all the assets from Aninmal Logic's lab scene using my asset creation HDA, in the way that I like to publish assets. In the last episode we talked about asset authoring in USD and Solaris. We will explore random functions and noise patterns to create natural scattering similar to what we can find in nature.Īlmost 6 hours of content divided in two videos. This video covers how distribution works under the hood. ![]() In the second part of the video we will explore the basics of scattering and distribution in LOPs. Then, we will extract some attributes based on the pointcloud data, later we will create additional attributes that can be used for scattering and lookdev.įinally, we will export all the data to be used in a different 3D software or in a game engine. We will process the lidars to be used as heightfields. In the first part of the video we are going to be talking about ingesting lidar scans of natural environments in our pipeline. What I mean by that is that the two topics covered in this video have a relationship between each other but also with a topic that we will be discussing soon in the USD series. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |