SHADING This document is to help you get started shading on Student Accomplice. It will be continually updated as information becomes available. It will take you start to nish of how to get, shade, and publish an asset. There will be a lot of stuff you might already know and some stuff you don’t, but this should be helpful for everyone. Suggestions to changes can be sent to [email protected]. 1.Model and UV Receiving a model is easy. All models are stored in the pipeline under /accomplice/pipeline/production/asset/ A model that is ready to shade will be scaled correctly, lie on the origin, and contain clean topology. If you suspect this is not the case, kick the model back to the modeling teams. ***UNLESS YOU’RE IN THE SHADING PUSH MWUAHAHAHAHAHAHA*** Character models will come UV’ed by the character modeling team. This is to make rigging more ef cient. Environment models will need to be UV’ed, lucky you! You can do this in whatever DCC (software) you choose. Clean UV’s are highly important, so don’t skimp out here! The model you will receive will be a USD. You cannot UV unwrap a USD asset directly, neither can you import them into Substance Painter (yet). Our solution to this is to import the USD into your DCC of choice as polygons, unwrap it, then re-export it to both an FBX or OBJ and a new USD. I nd this process easiest in Houdini. Houdini: In the Obj context, inside of a Geometry node, use a USD Import Geometry node. if if if
4.APPLYING SHADERS RenderMan doesn’t actually like to use .png les if you don’t know already. So we need to convert our maps to .tex les. Open the Texture Manager like so… And navigate to the directory where your textures are being held. After a moment, all of your textures will have been converted. f ifi
Use another Reference node like so… remembering to set ‘Reference Type’ to ‘Reference From Multi-Input’.
Use an AssignMaterials node to assign your materials…
And save out a new USD using a USD Rop node to /accomplice/pipeline/production/ asset/{path to your object folder from here}/default/{your_asset_name.usd} UPDATE SHOTGRID STATUS, UPLOAD A SCREEN SHOT OF YOUR ASSET IN THE RENDERED VIEWPORT, UPDATE THE FILE PATHS IN SHOTGRID AND YOU CAN CONSIDER YOURSELF DONE! Good job Spartan.
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