Convert a scene from Vray to Corona Renderer. Corona Hair and Corona Skin materials.

Making Of / 19 February 2018

In this video I show the conversion of a scene from Vray to Corona Renderer. Adjusting the Corona Hair and Corona Skin material, editing the normal map and rendering on our farm.

Content of the video:

00:00 - 00:20 - Intro

00:20 - 00:45 - Corona Converter. Converting Vray materials to Corona Renderer. Adjust HDRi lighting.

00:45 - 00:56 - Correction of wrong conversion of normal maps on the grass. Grass test render.

00:56 - 3:23 - Setting up Corona Hair Mtl. Edit non-supported materials and replace them with Corona Skin.

3:23 - 3:27 - Final rendering on our farm.

3:27 - 3:39 - Turntable.

3:39 - 3:57 - The ending. Video preview of other lessons. A subscription button, as well as a button for support on Patreon.

Enjoy watching!
Best regards, Andrew Krivulya aka Charly.

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Creature concept in 3D-Coat. Skin in the Substance painter. Ornatrix fur. Vray render.

Making Of / 14 February 2018

In this video I show the process of creating a creature concept in 3D Coat, its retopology and UV unwrap, setting up a scene in Vray, drawing masks in Mudbox to create fur with Ornatrix, setting up a skin shader in the Substance Painter, creating eyelashes, eyebrows and hairstyles in Ornatrix, grass with ForestPack and the final rendering in Vray on our farm.

Content of the video:

00:00 - 00:20 - Intro

00:20 - 1:57 - Character sculpting in 3D - Coat.

1:57 - 3:37 - Retopology and UV Unwrap in 3D - Coat

3:37 - 5:11 - Base painting in 3D-Coat, gradient blur in Mudbox.

5:11 - 5:50 - Creation of the Vray DomeLight in 3dsmax, setting up the HDRi from Poliigon. Setting up the camera and lighting.

5:50 - 6:19 - Quick setup of the eye and skin shaders.

6:19 - 8:14 - Drawing a mask for fur in Mudbox. Creation of ffur in Ornatrix. Fur shader test render. Finalization of the guides.

8:14 - 8:42 - Create eyebrows in Ornatrix. Shader setup and test render.

8:42 - 9:10 - Create the top hairstyle in Ornatrix.

9:10 - 10:03 - Load the head model in the Substance Painter and customize the skin shader.

10:03 - 11:00 - Create eyelashes in Ornatrix.  

11:00 - 11:56 - Loading the torso model and setting up the skin shader in the Substance Painter

11:56 - 12:41 - Loading textures in 3dsmax, drawing a mask for fur on the legs in Mudbox. Creation of fur in Ornatrix. Setting up a new fur material in Vray 4 beta.

12:41 - 13:00 - Creation of twisted wool for the torso in Ornatrix.

13:00 - 13:12 - Adding grass using ForestPack.

13:12 - 13:16 - Final rendering on the farm on Dual Xeon e5 2670 - 32 Threads - 2.60Ghz - 64Gb Ram.

13:16 - 13:28 - Turntable

13:28 - 13:46 - The ending. Video preview of other lessons. A subscription button, as well as a button for support on Patreon.

Enjoy watching!
Best regards, Andrew Krivulya aka Charly.

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Creating a simple explosion in Houdini and Redshift. Timelapse.

Making Of / 03 January 2018

I decided to still open Houdini and see what kind of beast it is =) Naturally - I heard about it many times, saw reels, listened to the impressions of my friends, etc., but I never believe what people say about films, software, games - until I try it myself =) And I decided, but all the same ..

Inspired by many videos, I opened the Houdini =) Yes, I never doubted that I need to learn it .. but then when there was an older version - it frightened me =) But opening it again and trying it - I remembered a good life lesson about how, that any fear can be overcome. Once upon a time I was engaged in parkour and stood at an altitude of 4m. Down there was sand and all friends fearlessly jumped through the most difficult obstacles, and I was controlled by fear .. I stood looking down, watching my friends fly there and I was afraid ... But then, when I did, one day, I dived in this abyss and successfully landed on soft sand - I realized that any fear can be overcome .. the main zeal and hard work.

Now I opened 16.5 version - it seemed very clear even to me.I don't know whether the 7-year experience in 3d affects, or something else ... but my perception changed and I decided not to postpone for later (as I did before and learned other plug-ins) - I sat down every day and spend my free time for studying. With mad pleasure I absorb this knowledge, as I like to learn and every day I learn a bunch of new software to improve my workflow. That is for me - the knowledge of the new - not a problem. Every day I do it =)) There is no lazyness

Yes, I don't throw 3dsmax and maya, because orders come and I write lessons, etc, etc. A lot of partners are related to them and they are also interesting to me and they will never die and will always be good. But what I saw in Houdini is insanely impressive. What you can do without buying 1000 plugins and the fact that you can return to the previous stage at any time, make edits and this is all applied parametrically to the subsequent nodes. This program expands the horizons, expands the boundaries and gives tremendous opportunities for creativity.

Present and future time for Houdini .. The threshold of the entrance to Houdini is much less =) When I taught Maya, it even seems more difficult to me now =)) If I then began to teach Houdini ...
The program's features are impressive and it is so crazy about everything that I learn straightforwardly. I've just tried the possibilities of parametric modeling and PyroFx, a little PointVOP with which I created particles similar to flying flys near the flashlight =)) The whole approach to creating lighting, navigation, cameras ... A wonderful program which absorb you completely ...

I don't know how long it will take to learn - but I want it madly =) And despite all the difficulties I encounter - I continue to learn it =) And now, that I already get =)



My first explosion, my first "pancake" =) Of course, I immediately stunned from the size of the cache =) and the time of the simulation - but it didn't stop me =) I tried Mantra, I like it, but Redshift - somehow more jovial and more pleasant. Although Mantra is also interesting, but damn ... I tried to render it =))) for a long time .. although it may someday get my patience and something I render to it =) when all servers will be available for me))) then it will be fast)

Making of my first explosion in Houdini, which I created from a standard PyroFX preset with editing some settings that you can see in this video.

Timing explosion - 120 frames.

Save the simulation cache about 6 hours on a single server - Dual Xeon E5 2670 - 32 Threads - 2,6GHz.

Render one frame with Redshift - 2-5 minutes in HD resolution.

Render of the whole animation - 8 hours on one GeForce 980 TI

The total cache weight is 190GB

Simulation and render was made on our farm - Forrender.com

Lifetime discount for each order 15% with promotional code - charlytutors

Enjoy watching!


Content of the video:

00:00 - 00:19 - Intro

00:19 - 00:23 - Explosion in Realtime

00:23 - 00:31 - Explosion in SlowMo

00:31 - 00:50 - Demonstration of other renders

00:50 - 00:55 - Creation of a sphere, mountain node for deformation of a sphere and animation of displacement using $T variable.

00:55 - 2:00 - Create PyroFX preset Explosion from the sphere. Settings edition.

2:00 - 2:41 - Creating a camera and lights. Add a Contibution Scale to the Volume renderer.

2:41 - 3:18 - Decrease the resolution of voxels for the fast simulations, add Rop and Shop nodes to configure the render and shaders.

3:18 - 4:08 - Setting the Volume Shader in Redshift.

4:08 - 4:19 - Setting the final resolution of voxels. Save the cache of the simulation to .bgeo files.

4:19 - 5:00 - Loading of the cache of the simulation. Finalization of Volume Shader in Redshift. Creation of primitive geometry of the ground.

5:00 - 5:15 - Final settings. Render in .exr

5:15 - 5:27 - Demonstration of the explosion in Realtime and Slomo.

5:27 - 5:45 - The ending. Video preview of other lessons. A subscription button, as well as a button for support on Patreon.

Music with AudioBlocks.com
Enjoy watching!
Best regards, Andrew Krivulya aka Charly.

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