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+ "text": " So in this lesson we're going to be tackling the bubbles, the bubbles that are on the back of this creature. I will be presenting you with two methods that are working that will help us separate the bubbles from the body itself. Because I, the modeling stage in the ZBrush I didn't really do the polygroups for the back. I didn't separate those bubbles separately. I could have done it and it would have been easier but we can do it in Houdini too. We're going to start from the last thing we left our scene on. If you remember correctly, we computed some normals and I'll be adding an attribute to wrangle. Basically what I want to do now is I have an attribute that will define if the bubbles are bubbles and if the body is a body. So I'll be creating this attribute, an integer attribute, which is going to be zero for the entire body. and it's going to be one for the rest of the body. You'll see how it's done later. So in order to separate the bubbles from the body, I'll be painting them over with different colors using the attribute paint node. If you've never used this node, basically this is a node that allows you to paint any attribute with a brush and it could be any kind of attribute a color or like a vector attribute, different vector components. So in the attribute paint we're going to just change the, we're going to leave the mask name like this, we're not going to touch it, but we're going to change the attribute type of the color because we want to paint the bubbles in different colors. And in the brush settings we're going to be setting the soft edge to zero because we don't want any intermediate colors between the bubbles. You'll see why a little bit later. So with this node selected, you click enter. With cursor on the viewport, you click enter and you have this brush in the viewport. And with the control shift pressed, you can, and dragging the left mouse button, you'll be able to change the size of the brush. But I'll be defining the colors, the foreground colors myself. So it's going to be, I'll be be starting with the red one and so as you can see I can paint over the bubbles and sometimes if I need a smaller brush I control shift and left mouse click drag the cursor and then allow me to separate the bubble. We're gonna change the color to orange for example then paint over this other bubble which is underneath and I'm gonna be repeating this process over again over again with all the bubbles present in this geometry. So once you're happy with the color, you can change it to another one and continue with the process. I'll be painting over all of the bubbles. So if you don't overpaint it a little, you can control drag. Yeah, control drag the left mouse button over the screen and you'll remove those pixels in that color from that region. This is one of the more precise methods that allows me to separate the bubbles. There are a few faster ones that I tried, but they're not accurate because the bubbles have different sizes and you need precision just to find the boundaries of each bubble correctly. So, I'll be switching to other colors now. I can go really fast with this. I'll do all of those bubbles and we'll come back. So basically with all of these regions painted, we now have a completely painted model. All the bubbles completely colored. I repainted this attribute. I call it mask2 because I changed the node. I redid it basically again. And now we'll be promoting this attribute to a primitive attribute. So when you promote an attribute like this to a primitive, basically all the, because now if you see, we have the mask2 as a three float attribute and it's a point attribute. So I want to separate the primitive based on this color. So I'll be promoting it to primitive front point, basically changing the type of attribute. This way you can display your mask. And you see what I don't want to have when I promote my attribute to primitive is average because it's going to create gradients in between the colors. We don't need those intermediary colors. I really want a hard edge between those bubbles. So I'm gonna use the first match, So it's going to be working like this much better. Okay, so now we're gonna primitive split this. I'm doing this for separation purposes because I wanna really split by mask, mask two. And this primitive split is going to generate a different primitive. Like if you do an exploded view, you'll see that it's exploding right here, but let me see. I have to adjust the tolerance, not only that. So there's some issues with the connectivity, and when you do the exploded view, you see that there's more pieces that we want. So the solution to this is just going back to the attribute paint node and filling up some unwanted holes. Basically, I'll leave activated the attribute promote because I want to see the actual result after promoting the attribute. You see we have some holes here and we can put it into a first match like this, go back to attribute paint. And anywhere you see holes, we can fill them up with the paint that we used. In order to sample the color from the existing one, you triple the third mouse button, the scroll wheel, you press it on that color, and you just fill up the spaces that you need. I'm going to fill this like there's a little bit of color mixing there happening. Also here, I sample it with the third mouse click button and then print over. Fix those little areas that we are fixing. And I probably used the soft edge parameter once. Here I shouldn't have used that, but yeah, we're going to fix all of that. I have a little mesh error here, but it's not ideal, because we're going to be converting this to the 3-hedral meshes and remeshing the mesh. you'll see it's gonna go away and in the render is not gonna be seen because we're gonna be using a lot of subsurface materials so yeah we can go ahead here and see if there's no intermediate colors fix this it's a little whole there paint those pixels that do not belong in there one thing you should know is just the attribute paint paints over points so if your mesh is not that dense you will not see a lot of detail there but yeah it's very very useful in many cases in grooming and in vellum you have a little control over your mesh and your simulation where you paint stuff over yeah so fixing these little holes and then sampling the color with the third mouse click and painting with left mouse click. So let's see what our exploded view does now. The primitive split and exploded view, they give us some nice results but still there's some pieces that are not supposed to be there. If you scale down these areas that are kind of not painted, they belong to to some hidden pieces or faces that are inside the mesh. But it's not a big deal. We're going to be dealing with those. I'll go back to the attribute paint. I'll see if I can fix it from the inside of the mesh. Sometimes you have to go really far here. Yeah. Yeah, So, yeah. So, we have a lot of small pieces there, as you saw before. And these little pieces that are floating, we're gonna get rid of them, you'll see how. So, for the, for the parentheses, I'm gonna use a lower threshold. This is the parameter defines how sensitive it is to the attribute changes. So, it can yield more or less pieces, depending on how high you set the tolerance. So, if you set it really high, you'll have less pieces. And if you set it really low, a lot more stuff. Now we're going to make a connectivity attribute, I'm going to call it class ID, I'm going to change the base name. And it's going to be a primitive attribute and the connectivity, if you visualize now the class ID, you see that we have, you see those problematic little pieces of mesh that we don't need. So we're going to deal with this in a way, a really straightforward way with the blast node. I want to select primitives with my selection tool and we're going to use a 3D connected geometry. So when you click this you can select the bubbles separately. All the bubbles that we've painted now are separate because we calculated the connectivity attribute. So we have all these bubbles here. But yeah, we have this little issue with this little painted face. Let's go back a little into the HPE Paint again. That's funny. It's really funny. We don't see that problem here anymore. It's really interesting. And yeah, so let me see the exploded view again. Oh, there's a little face separating from it. Let's play with the, yeah. The tolerance is I'm going to just remove that piece. If you see that there's a hole here and when you set it a little bit higher, it's gone. So let's calculate the connectivity again, go to the blast node, click on the selector selection arrow and then go to 3D connected geometry and select all the bubbles. I'm clicking shift clicking on the other one so they all select together. So we have a bunch of bubbles. click enter and now we have this remaining mesh and we're gonna delete non-selected and copy this attribute triangle that says bubbles 0 and apply it to this remaining mesh to the bubbles but set the bubbles to 1. So now we have separately a bunch of bubbles that have bubbles attribute set to 1 and we have class ID attribute and if we look into the class ID attribute I want I I don't want to see the color of the attribute, like the attribute as a color. I want to see it as a marker. So if you look closely, we can inspect in the spreadsheet in the primitives, we can see the class ID. As you can see, like the starting ID is like S2, S2 and then we jump to like 4 and 5, 6, 7, 9, 8, 9, 10, 12, 17. So the numbering is not, it doesn't start at 1 and it skips some numbers and this is not what we need. I want to have a proper class attribute that goes from 1 and above. So in order to do this I'm going to use an enumerate node which is basically a node that enumerates a lot of numbers from an attribute and makes them start from one or zero like a zero so I'm gonna put here class ID the attribute that we had before enumerate pieces elements, enumerate pieces here and it's gonna be a primitive attribute. So now if you go to, let's name it class now. And in the spreadsheet you can see that class ID and class are different. So we started zero and we end up 21. So basically there's actually 22 bubbles here but the class ID and before it just yielded 29 which is correct because it skips a lot numbers. So we enumerated them and now we'll put this attribute triangle after the enumerate. Now we have the Pubbles attribute also set to 1. So I'll now attribute a copy, some attributes from our bubbles to this mesh. And I want to copy the bubbles attribute and the class. So this wording that we have here, you see that it says the copying will be maybe surprising and a bunch of other stuff. This is because we didn't set an ID attribute and it doesn't really know where to copy the copy attributes from and to. So I'm just going to create an ID attribute from the ptnum. And in this attribute copy I'm going to say match by attribute set to ID. Now the copying is going to be proper, correct. And also, yeah, we're gonna see our class. Yeah. So the class now is correct. We're gonna group our bubbles into a group. We're gonna call it group bubbles using our attribute, which is bubbles. So now groupBumbles is 0, something went wrong there and oh yeah we so copied bubbles in class. Oh yeah so primitives. So now you see just created group for those points. Okay, so... Yeah, so now what we're going to do is we'll re-imagine this baby and then I'm going to show you another method of creating the bubbles, just in case you need it in the future because it's an interesting one. one but it works with evenly sized bubbles or elements or whatever you have in your mesh. So let's do a remesh. So as far as you remember the goal now is to make a geometry that is usable in FELLOM so I'm going to be remeshing this thing and I'm going to clean up the mesh First I'm going to clean up the mesh because I don't need anything here. I remove everything and remesh. I will use some parameters that I used before. Maybe I'll set this to 0, iterations to 10. And the target size is going to be 0, 0, 4. These are proven parameters, settings that I used before. So it's going to take a while to remesh. And we have a fairly decent model for simulation. This looks okay for me. And if you template the original mesh, you see that it's matching very well. The original... Now we're going to be transferring. Also, I'm going to change the way the line is drawn. So you click Shift S, and it's going to change the way it's drawn. Sometimes I prefer this than those diagonal lines. And I'm going to do an attribute transfer, and a group transfer. So we're going to be using the Srimesh model. It has less polygons, it's optimized, it has an even-desized polygons for simulation. I'm going to transfer the groups from our existing, oh yeah, I forgot that. I wanted to make a primitive group from the parameter that I had. And what I also forgot is that the bubbles bubble parameter was supposed to be a primitive attribute. So we cannot put both of these in the same wrangle. So we're going to duplicate this. The id attribute is going to stay the same. I'm going to remove the bubbles. But the bubbles will be in a primitive wrangle, basically. So it's a primitive attribute. Same goes for this one. It's a primitive attribute. We're transferring a bubble's primitive attribute. And we're grouping the primitives by the bubble attribute. So a little change is going to change a little bit the flow. Now I'm going to transfer the primitive groups from my quad mesh. So all the groups are going to be transferred here. I'm going to disable this now and uncheck these. Just leave the primitive groups on. Yeah, so the traditional threshold is going to be 0, 0, 1. So I want to match it as much as possible. And the wildcard is going to be a grp underscore and a little star. So all the groups that start with this prefix are going to be transferred. So it takes a little bit of time to transfer this. Not that long. And now we're going to do the same with the class attribute. Primitive, because it's a primitive attribute, class. So we have a quite, like, really clean mesh here. We have six groups. We have a class attribute. We have a P attribute. This is all that we need. Yeah. Now, yeah, I'm gonna save it as a file cache node. All the geo I'm using. I usually use the constructed one, but let's for the sake of the simplicity, I'm going to use this one. the explicit where you explicitly indicate the path, the final name. I'm gonna name it GEO Symbiote Remesh 01, PGOSC, a lot from disk, frame range, single frame and save it. Now we have it mashed. So yeah, in the next lesson I'm gonna show you the second method that I use for bubbles. I'll try to make it faster than this one. So see you in next one.",
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+ "segments": [
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+ "text": " So in this lesson we're going to be tackling the bubbles, the bubbles that are on the back of this creature. I will be presenting you with two methods that are working that will help us separate the bubbles from the body itself. Because I, the modeling stage in the ZBrush I didn't really do the polygroups for the back. I didn't separate those bubbles separately. I could have done it and it would have been easier but we can do it in Houdini too. We're going to start from the last thing we left our scene on. If you remember correctly, we computed some normals and I'll be adding an attribute to wrangle. Basically what I want to do now is I have an attribute that will define if the bubbles are bubbles and if the body is a body. So I'll be creating this attribute, an integer attribute, which is going to be zero for the entire body. and it's going to be one for the rest of the body. You'll see how it's done later. So in order to separate the bubbles from the body, I'll be painting them over with different colors using the attribute paint node. If you've never used this node, basically this is a node that allows you to paint any attribute with a brush and it could be any kind of attribute a color or like a vector attribute, different vector components. So in the attribute paint we're going to just change the, we're going to leave the mask name like this, we're not going to touch it, but we're going to change the attribute type of the color because we want to paint the bubbles in different colors. And in the brush settings we're going to be setting the soft edge to zero because we don't want any intermediate colors between the bubbles. You'll see why a little bit later. So with this node selected, you click enter. With cursor on the viewport, you click enter and you have this brush in the viewport. And with the control shift pressed, you can, and dragging the left mouse button, you'll be able to change the size of the brush. But I'll be defining the colors, the foreground colors myself. So it's going to be, I'll be be starting with the red one and so as you can see I can paint over the bubbles and sometimes if I need a smaller brush I control shift and left mouse click drag the cursor and then allow me to separate the bubble. We're gonna change the color to orange for example then paint over this other bubble which is underneath and I'm gonna be repeating this process over again over again with all the bubbles present in this geometry. So once you're happy with the color, you can change it to another one and continue with the process. I'll be painting over all of the bubbles. So if you don't overpaint it a little, you can control drag. Yeah, control drag the left mouse button over the screen and you'll remove those pixels in that color from that region. This is one of the more precise methods that allows me to separate the bubbles. There are a few faster ones that I tried, but they're not accurate because the bubbles have different sizes and you need precision just to find the boundaries of each bubble correctly. So, I'll be switching to other colors now. I can go really fast with this. I'll do all of those bubbles and we'll come back. So basically with all of these regions painted, we now have a completely painted model. All the bubbles completely colored. I repainted this attribute. I call it mask2 because I changed the node. I redid it basically again. And now we'll be promoting this attribute to a primitive attribute. So when you promote an attribute like this to a primitive, basically all the, because now if you see, we have the mask2 as a three float attribute and it's a point attribute. So I want to separate the primitive based on this color. So I'll be promoting it to primitive front point, basically changing the type of attribute. This way you can display your mask. And you see what I don't want to have when I promote my attribute to primitive is average because it's going to create gradients in between the colors. We don't need those intermediary colors. I really want a hard edge between those bubbles. So I'm gonna use the first match, So it's going to be working like this much better. Okay, so now we're gonna primitive split this. I'm doing this for separation purposes because I wanna really split by mask, mask two. And this primitive split is going to generate a different primitive. Like if you do an exploded view, you'll see that it's exploding right here, but let me see. I have to adjust the tolerance, not only that. So there's some issues with the connectivity, and when you do the exploded view, you see that there's more pieces that we want. So the solution to this is just going back to the attribute paint node and filling up some unwanted holes. Basically, I'll leave activated the attribute promote because I want to see the actual result after promoting the attribute. You see we have some holes here and we can put it into a first match like this, go back to attribute paint. And anywhere you see holes, we can fill them up with the paint that we used. In order to sample the color from the existing one, you triple the third mouse button, the scroll wheel, you press it on that color, and you just fill up the spaces that you need. I'm going to fill this like there's a little bit of color mixing there happening. Also here, I sample it with the third mouse click button and then print over. Fix those little areas that we are fixing. And I probably used the soft edge parameter once. Here I shouldn't have used that, but yeah, we're going to fix all of that. I have a little mesh error here, but it's not ideal, because we're going to be converting this to the 3-hedral meshes and remeshing the mesh. you'll see it's gonna go away and in the render is not gonna be seen because we're gonna be using a lot of subsurface materials so yeah we can go ahead here and see if there's no intermediate colors fix this it's a little whole there paint those pixels that do not belong in there one thing you should know is just the attribute paint paints over points so if your mesh is not that dense you will not see a lot of detail there but yeah it's very very useful in many cases in grooming and in vellum you have a little control over your mesh and your simulation where you paint stuff over yeah so fixing these little holes and then sampling the color with the third mouse click and painting with left mouse click. So let's see what our exploded view does now. The primitive split and exploded view, they give us some nice results but still there's some pieces that are not supposed to be there. If you scale down these areas that are kind of not painted, they belong to to some hidden pieces or faces that are inside the mesh. But it's not a big deal. We're going to be dealing with those. I'll go back to the attribute paint. I'll see if I can fix it from the inside of the mesh. Sometimes you have to go really far here. Yeah. Yeah, So, yeah. So, we have a lot of small pieces there, as you saw before. And these little pieces that are floating, we're gonna get rid of them, you'll see how. So, for the, for the parentheses, I'm gonna use a lower threshold. This is the parameter defines how sensitive it is to the attribute changes. So, it can yield more or less pieces, depending on how high you set the tolerance. So, if you set it really high, you'll have less pieces. And if you set it really low, a lot more stuff. Now we're going to make a connectivity attribute, I'm going to call it class ID, I'm going to change the base name. And it's going to be a primitive attribute and the connectivity, if you visualize now the class ID, you see that we have, you see those problematic little pieces of mesh that we don't need. So we're going to deal with this in a way, a really straightforward way with the blast node. I want to select primitives with my selection tool and we're going to use a 3D connected geometry. So when you click this you can select the bubbles separately. All the bubbles that we've painted now are separate because we calculated the connectivity attribute. So we have all these bubbles here. But yeah, we have this little issue with this little painted face. Let's go back a little into the HPE Paint again. That's funny. It's really funny. We don't see that problem here anymore. It's really interesting. And yeah, so let me see the exploded view again. Oh, there's a little face separating from it. Let's play with the, yeah. The tolerance is I'm going to just remove that piece. If you see that there's a hole here and when you set it a little bit higher, it's gone. So let's calculate the connectivity again, go to the blast node, click on the selector selection arrow and then go to 3D connected geometry and select all the bubbles. I'm clicking shift clicking on the other one so they all select together. So we have a bunch of bubbles. click enter and now we have this remaining mesh and we're gonna delete non-selected and copy this attribute triangle that says bubbles 0 and apply it to this remaining mesh to the bubbles but set the bubbles to 1. So now we have separately a bunch of bubbles that have bubbles attribute set to 1 and we have class ID attribute and if we look into the class ID attribute I want I I don't want to see the color of the attribute, like the attribute as a color. I want to see it as a marker. So if you look closely, we can inspect in the spreadsheet in the primitives, we can see the class ID. As you can see, like the starting ID is like S2, S2 and then we jump to like 4 and 5, 6, 7, 9, 8, 9, 10, 12, 17. So the numbering is not, it doesn't start at 1 and it skips some numbers and this is not what we need. I want to have a proper class attribute that goes from 1 and above. So in order to do this I'm going to use an enumerate node which is basically a node that enumerates a lot of numbers from an attribute and makes them start from one or zero like a zero so I'm gonna put here class ID the attribute that we had before enumerate pieces elements, enumerate pieces here and it's gonna be a primitive attribute. So now if you go to, let's name it class now. And in the spreadsheet you can see that class ID and class are different. So we started zero and we end up 21. So basically there's actually 22 bubbles here but the class ID and before it just yielded 29 which is correct because it skips a lot numbers. So we enumerated them and now we'll put this attribute triangle after the enumerate. Now we have the Pubbles attribute also set to 1. So I'll now attribute a copy, some attributes from our bubbles to this mesh. And I want to copy the bubbles attribute and the class. So this wording that we have here, you see that it says the copying will be maybe surprising and a bunch of other stuff. This is because we didn't set an ID attribute and it doesn't really know where to copy the copy attributes from and to. So I'm just going to create an ID attribute from the ptnum. And in this attribute copy I'm going to say match by attribute set to ID. Now the copying is going to be proper, correct. And also, yeah, we're gonna see our class. Yeah. So the class now is correct. We're gonna group our bubbles into a group. We're gonna call it group bubbles using our attribute, which is bubbles. So now groupBumbles is 0, something went wrong there and oh yeah we so copied bubbles in class. Oh yeah so primitives. So now you see just created group for those points. Okay, so... Yeah, so now what we're going to do is we'll re-imagine this baby and then I'm going to show you another method of creating the bubbles, just in case you need it in the future because it's an interesting one. one but it works with evenly sized bubbles or elements or whatever you have in your mesh. So let's do a remesh. So as far as you remember the goal now is to make a geometry that is usable in FELLOM so I'm going to be remeshing this thing and I'm going to clean up the mesh First I'm going to clean up the mesh because I don't need anything here. I remove everything and remesh. I will use some parameters that I used before. Maybe I'll set this to 0, iterations to 10. And the target size is going to be 0, 0, 4. These are proven parameters, settings that I used before. So it's going to take a while to remesh. And we have a fairly decent model for simulation. This looks okay for me. And if you template the original mesh, you see that it's matching very well. The original... Now we're going to be transferring. Also, I'm going to change the way the line is drawn. So you click Shift S, and it's going to change the way it's drawn. Sometimes I prefer this than those diagonal lines. And I'm going to do an attribute transfer, and a group transfer. So we're going to be using the Srimesh model. It has less polygons, it's optimized, it has an even-desized polygons for simulation. I'm going to transfer the groups from our existing, oh yeah, I forgot that. I wanted to make a primitive group from the parameter that I had. And what I also forgot is that the bubbles bubble parameter was supposed to be a primitive attribute. So we cannot put both of these in the same wrangle. So we're going to duplicate this. The id attribute is going to stay the same. I'm going to remove the bubbles. But the bubbles will be in a primitive wrangle, basically. So it's a primitive attribute. Same goes for this one. It's a primitive attribute. We're transferring a bubble's primitive attribute. And we're grouping the primitives by the bubble attribute. So a little change is going to change a little bit the flow. Now I'm going to transfer the primitive groups from my quad mesh. So all the groups are going to be transferred here. I'm going to disable this now and uncheck these. Just leave the primitive groups on. Yeah, so the traditional threshold is going to be 0, 0, 1. So I want to match it as much as possible. And the wildcard is going to be a grp underscore and a little star. So all the groups that start with this prefix are going to be transferred. So it takes a little bit of time to transfer this. Not that long. And now we're going to do the same with the class attribute. Primitive, because it's a primitive attribute, class. So we have a quite, like, really clean mesh here. We have six groups. We have a class attribute. We have a P attribute. This is all that we need. Yeah. Now, yeah, I'm gonna save it as a file cache node. All the geo I'm using. I usually use the constructed one, but let's for the sake of the simplicity, I'm going to use this one. the explicit where you explicitly indicate the path, the final name. I'm gonna name it GEO Symbiote Remesh 01, PGOSC, a lot from disk, frame range, single frame and save it. Now we have it mashed. So yeah, in the next lesson I'm gonna show you the second method that I use for bubbles. I'll try to make it faster than this one. So see you in next one."
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+ }