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		<id>https://exmediawiki.khm.de/index.php?title=Introduction_to_Leica_BLK-360_G1&amp;diff=10640</id>
		<title>Introduction to Leica BLK-360 G1</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Introduction_to_Leica_BLK-360_G1&amp;diff=10640"/>
		<updated>2025-10-01T13:56:39Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Introduction to Leica BLK-360 G1 Laser Scanner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction to Leica BLK-360 G1 Laser Scanner ===&lt;br /&gt;
For detailed technical information, please refer to the user manuals provided when renting the scanner from CG Lab.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ideal for scanning&#039;&#039;&#039;&lt;br /&gt;
**Large-scale environments such as architecture and landscapes&lt;br /&gt;
**Dark environments, e.g., caves and nighttime scans&lt;br /&gt;
**Creating digital doubles of spaces with real-world measurements, e.g., studios, exhibition halls, and galleries&lt;br /&gt;
*&#039;&#039;&#039;Not ideal for scanning&#039;&#039;&#039;&lt;br /&gt;
**Small to medium objects, such as humans or smaller items&lt;br /&gt;
**Reflective or transparent environment (e.g., architecture that is made out of dominantly mirrors or glass)&lt;br /&gt;
**Moving objects (e.g., people, trees, traffic)&lt;br /&gt;
*&#039;&#039;&#039;Important Information&#039;&#039;&#039;&lt;br /&gt;
**The Leica BLK-360 scans 360° horizontally and 270° vertically. There is a blind spot directly underneath the scanner.&lt;br /&gt;
**To avoid “holes” in the scan caused by the blind spot, you must perform multiple scans from different positions.&lt;br /&gt;
**A good scan requires at least two scans, but often more, depending on the complexity of the environment.&lt;br /&gt;
***The first scan is typically placed near the center of the space.&lt;br /&gt;
***Subsequent scans should be placed in different positions to ensure overlap and coverage. (see figures 1 &amp;amp; 2)&lt;br /&gt;
*&#039;&#039;&#039;Consistency During Scanning&#039;&#039;&#039;&lt;br /&gt;
**The environment should remain unchanged during the scanning process.&lt;br /&gt;
***Avoid differences such as doors being opened/closed, or objects being added/removed. Such changes can cause problems when aligning scans.&lt;br /&gt;
**Choosing poor scan positions can also result in misalignment, so plan before starting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Datei:Leica Figure1.png|550px|zentriert|Figure 1. Good scan locations: With plenty of overlaying areas due to Scan 01. Easy to align automatically.]] &lt;br /&gt;
&#039;&#039;Figure 1. Good scan locations: With plenty of overlaying areas due to Scan 01. Easy to align automatically.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Datei:Leica Figure2.png|700px|zentriert|Figure 2. Bad scan locations: No overlaying areas between the Scans 01, 02 and 03. These scans will have trouble aligning with each other.]]&lt;br /&gt;
&#039;&#039;Figure 2. Bad scan locations: No overlaying areas between the Scans 01, 02 and 03. These scans will have trouble aligning with each other.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction to Cyclone FIELD 360 App===&lt;br /&gt;
The Cyclone FIELD 360 app is available on the Google Play Store and Apple App Store. It connects to the Leica BLK-360 scanner, lets you control scans, align them in the field, and export results.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Login&lt;br /&gt;
**Use the credentials provided with the Leica scanner when renting from CG Lab.&lt;br /&gt;
**If you are using a CG Lab iPad, the app is already logged in.&lt;br /&gt;
&lt;br /&gt;
*Creating a Project&lt;br /&gt;
**In the app, projects are called “Jobs.”&lt;br /&gt;
**Create a job using your full name.&lt;br /&gt;
**(Optional) Add a thumbnail image for quick reference.&lt;br /&gt;
&lt;br /&gt;
*Connecting to the Scanner&lt;br /&gt;
**Turn on the Leica BLK-360 and place it at the first scan location.&lt;br /&gt;
**Wait until the scanner’s ring light turns green.&lt;br /&gt;
**On your device, connect to the scanner’s Wi-Fi network.&lt;br /&gt;
***The password is printed on the battery cap.&lt;br /&gt;
***It is also noted on the CG Lab iPad.&lt;br /&gt;
**In Cyclone FIELD 360, the BLK-360 should now appear under Connected Devices.&lt;br /&gt;
***If not, restart the app or scanner and reconnect.&lt;br /&gt;
&lt;br /&gt;
*Running a Scan&lt;br /&gt;
**In your project/job, tap the red button at the bottom.&lt;br /&gt;
**The scan menu lets you:&lt;br /&gt;
***Assign a name to the scan (useful when doing multiple scans).&lt;br /&gt;
***Choose scan density (higher = more detail but longer time).&lt;br /&gt;
***Enable or disable images for texturing.&lt;br /&gt;
****For details on texturing, see Workflow 01.&lt;br /&gt;
**Start the scan. The BLK-360 will blink and rotate.&lt;br /&gt;
***Stay out of view — the scanner captures everything.&lt;br /&gt;
***For good practice, see the Introduction to Leica section.&lt;br /&gt;
&lt;br /&gt;
*Aligning Scans&lt;br /&gt;
**After each scan, move the scanner to the next location.&lt;br /&gt;
**When the new scan is completed, you will be prompted to pre-align and then align it with the existing dataset.&lt;br /&gt;
***Pre-align provides a rough placement based on geometry.&lt;br /&gt;
***Align refines and locks the scans together.&lt;br /&gt;
**Always align right after each scan.&lt;br /&gt;
**If automatic alignment fails:&lt;br /&gt;
***Try manual alignment.&lt;br /&gt;
***If no alignment is possible, the scan position likely had too little overlap (see Figure 2).&lt;br /&gt;
**If you skip or align incorrectly, you can always disconnect and re-align scans later from within the project.&lt;br /&gt;
*Bundles and Export&lt;br /&gt;
**Once all scans are aligned, they form a Bundle: a collection of scans combined into one dataset.&lt;br /&gt;
**Export the bundle as an .e57 file.&lt;br /&gt;
**Save the file locally, then transfer via:&lt;br /&gt;
***USB or iTunes, AirDrop, or cloud storage (depending on file size).&lt;br /&gt;
&lt;br /&gt;
*Troubleshooting&lt;br /&gt;
**Wi-Fi connection fails: Forget the network on the device, then reconnect with the correct password.&lt;br /&gt;
**Error codes in the app: Restart both the scanner and the app.&lt;br /&gt;
**App updates: The layout may change, but the core workflow remains the same. (scan → align → export the bundle)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Workflow 01: Creating a 3D Mesh with Texture Using Leica BLK-360===&lt;br /&gt;
The Leica BLK-360 can be used to generate 3D meshes for games, animation, VR, and 3D printing.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Scanning&lt;br /&gt;
**Start your scan with the Leica BLK-360.&lt;br /&gt;
**In Cyclone Field, choose the desired scan density&lt;br /&gt;
**Enable photo capture so the scanner records images for texturing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: The Leica camera is limited in quality and prone to lens flares. For high-quality textures, we also recommend taking photographs with an iPhone or DSLR immediately after scanning. These additional images can be used later to create higher-quality textures and to fill in areas the Leica cannot capture (e.g., under furniture or in tight spaces).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Step 2: Exporting from Cyclone&lt;br /&gt;
**After scanning and capturing photos, export your bundle as an .e57 file.&lt;br /&gt;
**To combine the scan and images, and to create a 3D mesh with texture, we use the CG Lab software called RealityScan (free via Epic Games).&lt;br /&gt;
&lt;br /&gt;
*Step 3: Processing in RealityScan&lt;br /&gt;
**Import the .e57 file into RealityScan &lt;br /&gt;
***In the import menu, enable georeferenced alignment if you encounter misalignment issues.&lt;br /&gt;
**Import your additional photos.&lt;br /&gt;
**Align the data, set the bounding box, and calculate the mesh (normal or high quality).&lt;br /&gt;
**Texturize your mesh and, if necessary, simplify the mesh so it does not become too dense.&lt;br /&gt;
&#039;&#039;Note: Simplification is important for workflows where performance matters (e.g., games, VR, 3D printing).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Step 4: Exporting&lt;br /&gt;
**Export the mesh in a preferred textured 3D file format (e.g., OBJ, FBX).&lt;br /&gt;
**Ensure that texture/material/vertex color is enabled when the export menu appears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important Note on File structure&#039;&#039;&#039;&lt;br /&gt;
**When importing an .e57 file into RealityScan, the software creates an .lsp file in the same folder (unless you define another location).&lt;br /&gt;
**If you want to preserve your RealityScan project, make sure to store safely the .lsp and .e57 files together. Without both files, the project cannot be reopened on another workstation.&lt;br /&gt;
**If you are importing the finished 3D mesh but still don’t have any texture, make sure to connect the color attribute in the material nodes. (see example in figure 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Workflow 02: Creating a Point Cloud Environment with Leica BLK-360===&lt;br /&gt;
In many cases, point clouds are preferred for purely visual purposes. A point cloud offers a lightweight, emissive representation that the camera can move through, creating a transparent, volumetric effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Option 1: From Mesh to Point Cloud (Blender Example)&#039;&#039;&#039;&lt;br /&gt;
**If you have already created a 3D mesh (see Workflow 01), you can convert it into a point cloud inside Blender.&lt;br /&gt;
**Use Geometry Nodes to scatter points on the surface of the mesh.&lt;br /&gt;
**You can also call the vertex colors of the mesh to give each point the appropriate color information.&lt;br /&gt;
&#039;&#039;Note: This approach is flexible. You can adjust point size, shape, and appearance in Blender.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Geometry Node:&#039;&#039;&#039;&lt;br /&gt;
[[Datei:Leica Figure3.png|keine|links|Figure 3. Mesh to Points Node - scatter points on the surface of the mesh, Set Point Radius Node - for adjusting point size, Set Material Node - For adding vertex color information on each point (see figure 4, for material setup)]]&lt;br /&gt;
&#039;&#039;Figure 3. Mesh to Points Node - scatter points on the surface of the mesh, Set Point Radius Node - for adjusting point size, Set Material Node - For adding vertex color information on each point (see figure 4, for material set up)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Node:&#039;&#039;&#039;&lt;br /&gt;
[[Datei:Leica Figure4.png|keine|zentriert|Figure 4. In the Shader Editor, add an Attribute Node and connect its output to the Base Color input of the Principled BSDF (or another shader). It is important to know the exact name of the vertex color attribute, by default it may appear as Attribute or Col. Type or paste this name into the Attribute Node, so the material reads the correct data. Make sure the Set Material node (in geometry node) is referencing the right material.]]&lt;br /&gt;
&#039;&#039;Figure 4. In the Shader Editor, add an Attribute Node and connect its output to the Base Color input of the Principled BSDF (or another shader). It is important to know the exact name of the vertex color attribute, by default it may appear as Attribute or Col. Type or paste this name into the Attribute Node, so the material reads the correct data. Make sure the Set Material node (in geometry node) is referencing the right material.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Notes: If the material is too dark, connecting the base color to emission color and raising the strength will brighten it. If it is too glossy turn up the roughness value.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Option 2: Using Unreal Engine 5 (Direct .e57 Import)&#039;&#039;&#039;&lt;br /&gt;
**Unreal Engine 5 supports point clouds directly through the LiDAR Plugin.&lt;br /&gt;
**With this plugin enabled, you can import .e57 files without going through RealityScan.&lt;br /&gt;
**After import, adjust size, type, and level of detail/streaming in the Details menu.&lt;br /&gt;
&#039;&#039;Notes: Avoid enabling collision on point clouds, as this leads to poor gameplay.&lt;br /&gt;
If the original scan’s textures are insufficient, you will need to process the .e57 file in RealityScan first by applying textures using higher-quality photos. (see workflow 01)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Option 3: Exporting Point Clouds from RealityScan&#039;&#039;&#039;&lt;br /&gt;
**RealityScan allows direct export of point clouds in different formats:&lt;br /&gt;
***.PLY → sparse point cloud&lt;br /&gt;
***.LAS → dense point cloud&lt;br /&gt;
**Ensure that your point cloud is texturized or colorized so that vertex colors are present on each point.&lt;br /&gt;
&#039;&#039;Notes: These exports are relatively fixed. You cannot easily change point size, shape, or color after export.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Introduction_to_Leica_BLK-360_G1&amp;diff=10639</id>
		<title>Introduction to Leica BLK-360 G1</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Introduction_to_Leica_BLK-360_G1&amp;diff=10639"/>
		<updated>2025-10-01T13:42:12Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Workflow 02: Creating a Point Cloud Environment with Leica BLK-360 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction to Leica BLK-360 G1 Laser Scanner ===&lt;br /&gt;
For detailed technical information, please refer to the user manuals provided when renting the scanner from CG Lab.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ideal for scanning&#039;&#039;&#039;&lt;br /&gt;
**Large-scale environments such as architecture and landscapes&lt;br /&gt;
**Dark environments, e.g., caves and nighttime scans&lt;br /&gt;
**Creating digital doubles of spaces with real-world measurements, e.g., studios, exhibition halls, and galleries&lt;br /&gt;
*&#039;&#039;&#039;Not ideal for scanning&#039;&#039;&#039;&lt;br /&gt;
**Small to medium objects, such as humans or smaller items&lt;br /&gt;
**Reflective or transparent environment (e.g., architecture that is made out of dominantly mirrors or glass)&lt;br /&gt;
**Moving objects (e.g., people, trees, traffic)&lt;br /&gt;
*&#039;&#039;&#039;Important Information&#039;&#039;&#039;&lt;br /&gt;
**The Leica BLK-360 scans 360° horizontally and 270° vertically. There is a blind spot directly underneath the scanner.&lt;br /&gt;
**To avoid “holes” in the scan caused by the blind spot, you must perform multiple scans from different positions.&lt;br /&gt;
**A good scan requires at least two scans, but often more, depending on the complexity of the environment.&lt;br /&gt;
***The first scan is typically placed near the center of the space.&lt;br /&gt;
***Subsequent scans should be placed in different positions to ensure overlap and coverage. (see figures 1 &amp;amp; 2)&lt;br /&gt;
*&#039;&#039;&#039;Consistency During Scanning&#039;&#039;&#039;&lt;br /&gt;
**The environment should remain unchanged during the scanning process.&lt;br /&gt;
***Avoid differences such as doors being opened/closed, or objects being added/removed. Such changes can cause problems when aligning scans.&lt;br /&gt;
**Choosing poor scan positions can also result in misalignment, so plan before starting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Datei:Leica Figure1.png|mini|links|Figure 1. Good scan locations: With plenty of overlaying areas due to Scan 01. Easy to align automatically.]] &lt;br /&gt;
[[Datei:Leica Figure2.png|mini|zentriert|Figure 2. Bad scan locations: No overlaying areas between the Scans 01, 02 and 03. These scans will have trouble aligning with each other.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction to Cyclone FIELD 360 App===&lt;br /&gt;
The Cyclone FIELD 360 app is available on the Google Play Store and Apple App Store. It connects to the Leica BLK-360 scanner, lets you control scans, align them in the field, and export results.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Login&lt;br /&gt;
**Use the credentials provided with the Leica scanner when renting from CG Lab.&lt;br /&gt;
**If you are using a CG Lab iPad, the app is already logged in.&lt;br /&gt;
&lt;br /&gt;
*Creating a Project&lt;br /&gt;
**In the app, projects are called “Jobs.”&lt;br /&gt;
**Create a job using your full name.&lt;br /&gt;
**(Optional) Add a thumbnail image for quick reference.&lt;br /&gt;
&lt;br /&gt;
*Connecting to the Scanner&lt;br /&gt;
**Turn on the Leica BLK-360 and place it at the first scan location.&lt;br /&gt;
**Wait until the scanner’s ring light turns green.&lt;br /&gt;
**On your device, connect to the scanner’s Wi-Fi network.&lt;br /&gt;
***The password is printed on the battery cap.&lt;br /&gt;
***It is also noted on the CG Lab iPad.&lt;br /&gt;
**In Cyclone FIELD 360, the BLK-360 should now appear under Connected Devices.&lt;br /&gt;
***If not, restart the app or scanner and reconnect.&lt;br /&gt;
&lt;br /&gt;
*Running a Scan&lt;br /&gt;
**In your project/job, tap the red button at the bottom.&lt;br /&gt;
**The scan menu lets you:&lt;br /&gt;
***Assign a name to the scan (useful when doing multiple scans).&lt;br /&gt;
***Choose scan density (higher = more detail but longer time).&lt;br /&gt;
***Enable or disable images for texturing.&lt;br /&gt;
****For details on texturing, see Workflow 01.&lt;br /&gt;
**Start the scan. The BLK-360 will blink and rotate.&lt;br /&gt;
***Stay out of view — the scanner captures everything.&lt;br /&gt;
***For good practice, see the Introduction to Leica section.&lt;br /&gt;
&lt;br /&gt;
*Aligning Scans&lt;br /&gt;
**After each scan, move the scanner to the next location.&lt;br /&gt;
**When the new scan is completed, you will be prompted to pre-align and then align it with the existing dataset.&lt;br /&gt;
***Pre-align provides a rough placement based on geometry.&lt;br /&gt;
***Align refines and locks the scans together.&lt;br /&gt;
**Always align right after each scan.&lt;br /&gt;
**If automatic alignment fails:&lt;br /&gt;
***Try manual alignment.&lt;br /&gt;
***If no alignment is possible, the scan position likely had too little overlap (see Figure 2).&lt;br /&gt;
**If you skip or align incorrectly, you can always disconnect and re-align scans later from within the project.&lt;br /&gt;
*Bundles and Export&lt;br /&gt;
**Once all scans are aligned, they form a Bundle: a collection of scans combined into one dataset.&lt;br /&gt;
**Export the bundle as an .e57 file.&lt;br /&gt;
**Save the file locally, then transfer via:&lt;br /&gt;
***USB or iTunes, AirDrop, or cloud storage (depending on file size).&lt;br /&gt;
&lt;br /&gt;
*Troubleshooting&lt;br /&gt;
**Wi-Fi connection fails: Forget the network on the device, then reconnect with the correct password.&lt;br /&gt;
**Error codes in the app: Restart both the scanner and the app.&lt;br /&gt;
**App updates: The layout may change, but the core workflow remains the same. (scan → align → export the bundle)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Workflow 01: Creating a 3D Mesh with Texture Using Leica BLK-360===&lt;br /&gt;
The Leica BLK-360 can be used to generate 3D meshes for games, animation, VR, and 3D printing.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Scanning&lt;br /&gt;
**Start your scan with the Leica BLK-360.&lt;br /&gt;
**In Cyclone Field, choose the desired scan density&lt;br /&gt;
**Enable photo capture so the scanner records images for texturing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: The Leica camera is limited in quality and prone to lens flares. For high-quality textures, we also recommend taking photographs with an iPhone or DSLR immediately after scanning. These additional images can be used later to create higher-quality textures and to fill in areas the Leica cannot capture (e.g., under furniture or in tight spaces).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Step 2: Exporting from Cyclone&lt;br /&gt;
**After scanning and capturing photos, export your bundle as an .e57 file.&lt;br /&gt;
**To combine the scan and images, and to create a 3D mesh with texture, we use the CG Lab software called RealityScan (free via Epic Games).&lt;br /&gt;
&lt;br /&gt;
*Step 3: Processing in RealityScan&lt;br /&gt;
**Import the .e57 file into RealityScan &lt;br /&gt;
***In the import menu, enable georeferenced alignment if you encounter misalignment issues.&lt;br /&gt;
**Import your additional photos.&lt;br /&gt;
**Align the data, set the bounding box, and calculate the mesh (normal or high quality).&lt;br /&gt;
**Texturize your mesh and, if necessary, simplify the mesh so it does not become too dense.&lt;br /&gt;
&#039;&#039;Note: Simplification is important for workflows where performance matters (e.g., games, VR, 3D printing).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Step 4: Exporting&lt;br /&gt;
**Export the mesh in a preferred textured 3D file format (e.g., OBJ, FBX).&lt;br /&gt;
**Ensure that texture/material/vertex color is enabled when the export menu appears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important Note on File structure&#039;&#039;&#039;&lt;br /&gt;
**When importing an .e57 file into RealityScan, the software creates an .lsp file in the same folder (unless you define another location).&lt;br /&gt;
**If you want to preserve your RealityScan project, make sure to store safely the .lsp and .e57 files together. Without both files, the project cannot be reopened on another workstation.&lt;br /&gt;
**If you are importing the finished 3D mesh but still don’t have any texture, make sure to connect the color attribute in the material nodes. (see example in figure 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Workflow 02: Creating a Point Cloud Environment with Leica BLK-360===&lt;br /&gt;
In many cases, point clouds are preferred for purely visual purposes. A point cloud offers a lightweight, emissive representation that the camera can move through, creating a transparent, volumetric effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Option 1: From Mesh to Point Cloud (Blender Example)&#039;&#039;&#039;&lt;br /&gt;
**If you have already created a 3D mesh (see Workflow 01), you can convert it into a point cloud inside Blender.&lt;br /&gt;
**Use Geometry Nodes to scatter points on the surface of the mesh.&lt;br /&gt;
**You can also call the vertex colors of the mesh to give each point the appropriate color information.&lt;br /&gt;
&#039;&#039;Note: This approach is flexible. You can adjust point size, shape, and appearance in Blender.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Geometry Node:&#039;&#039;&#039;&lt;br /&gt;
[[Datei:Leica Figure3.png|keine|links|Figure 3. Mesh to Points Node - scatter points on the surface of the mesh, Set Point Radius Node - for adjusting point size, Set Material Node - For adding vertex color information on each point (see figure 4, for material setup)]]&lt;br /&gt;
&#039;&#039;Figure 3. Mesh to Points Node - scatter points on the surface of the mesh, Set Point Radius Node - for adjusting point size, Set Material Node - For adding vertex color information on each point (see figure 4, for material set up)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Node:&#039;&#039;&#039;&lt;br /&gt;
[[Datei:Leica Figure4.png|keine|zentriert|Figure 4. In the Shader Editor, add an Attribute Node and connect its output to the Base Color input of the Principled BSDF (or another shader). It is important to know the exact name of the vertex color attribute, by default it may appear as Attribute or Col. Type or paste this name into the Attribute Node, so the material reads the correct data. Make sure the Set Material node (in geometry node) is referencing the right material.]]&lt;br /&gt;
&#039;&#039;Figure 4. In the Shader Editor, add an Attribute Node and connect its output to the Base Color input of the Principled BSDF (or another shader). It is important to know the exact name of the vertex color attribute, by default it may appear as Attribute or Col. Type or paste this name into the Attribute Node, so the material reads the correct data. Make sure the Set Material node (in geometry node) is referencing the right material.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Notes: If the material is too dark, connecting the base color to emission color and raising the strength will brighten it. If it is too glossy turn up the roughness value.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Option 2: Using Unreal Engine 5 (Direct .e57 Import)&#039;&#039;&#039;&lt;br /&gt;
**Unreal Engine 5 supports point clouds directly through the LiDAR Plugin.&lt;br /&gt;
**With this plugin enabled, you can import .e57 files without going through RealityScan.&lt;br /&gt;
**After import, adjust size, type, and level of detail/streaming in the Details menu.&lt;br /&gt;
&#039;&#039;Notes: Avoid enabling collision on point clouds, as this leads to poor gameplay.&lt;br /&gt;
If the original scan’s textures are insufficient, you will need to process the .e57 file in RealityScan first by applying textures using higher-quality photos. (see workflow 01)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Option 3: Exporting Point Clouds from RealityScan&#039;&#039;&#039;&lt;br /&gt;
**RealityScan allows direct export of point clouds in different formats:&lt;br /&gt;
***.PLY → sparse point cloud&lt;br /&gt;
***.LAS → dense point cloud&lt;br /&gt;
**Ensure that your point cloud is texturized or colorized so that vertex colors are present on each point.&lt;br /&gt;
&#039;&#039;Notes: These exports are relatively fixed. You cannot easily change point size, shape, or color after export.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Leica_Figure4.png&amp;diff=10638</id>
		<title>Datei:Leica Figure4.png</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Leica_Figure4.png&amp;diff=10638"/>
		<updated>2025-10-01T13:37:06Z</updated>

		<summary type="html">&lt;p&gt;Shuree: Figure 4. In the Shader Editor, add an Attribute Node and connect its output to the Base Color input of the Principled BSDF (or another shader). It is important to know the exact name of the vertex color attribute, by default it may appear as Attribute or Col. Type or paste this name into the Attribute Node, so the material reads the correct data. Make sure the Set Material node (in geometry node) is referencing the right material.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Beschreibung ==&lt;br /&gt;
Figure 4. In the Shader Editor, add an Attribute Node and connect its output to the Base Color input of the Principled BSDF (or another shader). It is important to know the exact name of the vertex color attribute, by default it may appear as Attribute or Col. Type or paste this name into the Attribute Node, so the material reads the correct data. Make sure the Set Material node (in geometry node) is referencing the right material.&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Leica_Figure3.png&amp;diff=10637</id>
		<title>Datei:Leica Figure3.png</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Leica_Figure3.png&amp;diff=10637"/>
		<updated>2025-10-01T13:34:18Z</updated>

		<summary type="html">&lt;p&gt;Shuree: Figure 3. Mesh to Points Node - scatter points on the surface of the mesh, Set Point Radius Node - for adjusting point size, Set Material Node - For adding vertex color information on each point (see figure 4, for material setup)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Beschreibung ==&lt;br /&gt;
Figure 3. Mesh to Points Node - scatter points on the surface of the mesh, Set Point Radius Node - for adjusting point size, Set Material Node - For adding vertex color information on each point (see figure 4, for material setup)&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Introduction_to_Leica_BLK-360_G1&amp;diff=10636</id>
		<title>Introduction to Leica BLK-360 G1</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Introduction_to_Leica_BLK-360_G1&amp;diff=10636"/>
		<updated>2025-10-01T13:27:38Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Introduction to Leica BLK-360 G1 Laser Scanner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction to Leica BLK-360 G1 Laser Scanner ===&lt;br /&gt;
For detailed technical information, please refer to the user manuals provided when renting the scanner from CG Lab.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ideal for scanning&#039;&#039;&#039;&lt;br /&gt;
**Large-scale environments such as architecture and landscapes&lt;br /&gt;
**Dark environments, e.g., caves and nighttime scans&lt;br /&gt;
**Creating digital doubles of spaces with real-world measurements, e.g., studios, exhibition halls, and galleries&lt;br /&gt;
*&#039;&#039;&#039;Not ideal for scanning&#039;&#039;&#039;&lt;br /&gt;
**Small to medium objects, such as humans or smaller items&lt;br /&gt;
**Reflective or transparent environment (e.g., architecture that is made out of dominantly mirrors or glass)&lt;br /&gt;
**Moving objects (e.g., people, trees, traffic)&lt;br /&gt;
*&#039;&#039;&#039;Important Information&#039;&#039;&#039;&lt;br /&gt;
**The Leica BLK-360 scans 360° horizontally and 270° vertically. There is a blind spot directly underneath the scanner.&lt;br /&gt;
**To avoid “holes” in the scan caused by the blind spot, you must perform multiple scans from different positions.&lt;br /&gt;
**A good scan requires at least two scans, but often more, depending on the complexity of the environment.&lt;br /&gt;
***The first scan is typically placed near the center of the space.&lt;br /&gt;
***Subsequent scans should be placed in different positions to ensure overlap and coverage. (see figures 1 &amp;amp; 2)&lt;br /&gt;
*&#039;&#039;&#039;Consistency During Scanning&#039;&#039;&#039;&lt;br /&gt;
**The environment should remain unchanged during the scanning process.&lt;br /&gt;
***Avoid differences such as doors being opened/closed, or objects being added/removed. Such changes can cause problems when aligning scans.&lt;br /&gt;
**Choosing poor scan positions can also result in misalignment, so plan before starting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Datei:Leica Figure1.png|mini|links|Figure 1. Good scan locations: With plenty of overlaying areas due to Scan 01. Easy to align automatically.]] &lt;br /&gt;
[[Datei:Leica Figure2.png|mini|zentriert|Figure 2. Bad scan locations: No overlaying areas between the Scans 01, 02 and 03. These scans will have trouble aligning with each other.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction to Cyclone FIELD 360 App===&lt;br /&gt;
The Cyclone FIELD 360 app is available on the Google Play Store and Apple App Store. It connects to the Leica BLK-360 scanner, lets you control scans, align them in the field, and export results.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Login&lt;br /&gt;
**Use the credentials provided with the Leica scanner when renting from CG Lab.&lt;br /&gt;
**If you are using a CG Lab iPad, the app is already logged in.&lt;br /&gt;
&lt;br /&gt;
*Creating a Project&lt;br /&gt;
**In the app, projects are called “Jobs.”&lt;br /&gt;
**Create a job using your full name.&lt;br /&gt;
**(Optional) Add a thumbnail image for quick reference.&lt;br /&gt;
&lt;br /&gt;
*Connecting to the Scanner&lt;br /&gt;
**Turn on the Leica BLK-360 and place it at the first scan location.&lt;br /&gt;
**Wait until the scanner’s ring light turns green.&lt;br /&gt;
**On your device, connect to the scanner’s Wi-Fi network.&lt;br /&gt;
***The password is printed on the battery cap.&lt;br /&gt;
***It is also noted on the CG Lab iPad.&lt;br /&gt;
**In Cyclone FIELD 360, the BLK-360 should now appear under Connected Devices.&lt;br /&gt;
***If not, restart the app or scanner and reconnect.&lt;br /&gt;
&lt;br /&gt;
*Running a Scan&lt;br /&gt;
**In your project/job, tap the red button at the bottom.&lt;br /&gt;
**The scan menu lets you:&lt;br /&gt;
***Assign a name to the scan (useful when doing multiple scans).&lt;br /&gt;
***Choose scan density (higher = more detail but longer time).&lt;br /&gt;
***Enable or disable images for texturing.&lt;br /&gt;
****For details on texturing, see Workflow 01.&lt;br /&gt;
**Start the scan. The BLK-360 will blink and rotate.&lt;br /&gt;
***Stay out of view — the scanner captures everything.&lt;br /&gt;
***For good practice, see the Introduction to Leica section.&lt;br /&gt;
&lt;br /&gt;
*Aligning Scans&lt;br /&gt;
**After each scan, move the scanner to the next location.&lt;br /&gt;
**When the new scan is completed, you will be prompted to pre-align and then align it with the existing dataset.&lt;br /&gt;
***Pre-align provides a rough placement based on geometry.&lt;br /&gt;
***Align refines and locks the scans together.&lt;br /&gt;
**Always align right after each scan.&lt;br /&gt;
**If automatic alignment fails:&lt;br /&gt;
***Try manual alignment.&lt;br /&gt;
***If no alignment is possible, the scan position likely had too little overlap (see Figure 2).&lt;br /&gt;
**If you skip or align incorrectly, you can always disconnect and re-align scans later from within the project.&lt;br /&gt;
*Bundles and Export&lt;br /&gt;
**Once all scans are aligned, they form a Bundle: a collection of scans combined into one dataset.&lt;br /&gt;
**Export the bundle as an .e57 file.&lt;br /&gt;
**Save the file locally, then transfer via:&lt;br /&gt;
***USB or iTunes, AirDrop, or cloud storage (depending on file size).&lt;br /&gt;
&lt;br /&gt;
*Troubleshooting&lt;br /&gt;
**Wi-Fi connection fails: Forget the network on the device, then reconnect with the correct password.&lt;br /&gt;
**Error codes in the app: Restart both the scanner and the app.&lt;br /&gt;
**App updates: The layout may change, but the core workflow remains the same. (scan → align → export the bundle)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Workflow 01: Creating a 3D Mesh with Texture Using Leica BLK-360===&lt;br /&gt;
The Leica BLK-360 can be used to generate 3D meshes for games, animation, VR, and 3D printing.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Scanning&lt;br /&gt;
**Start your scan with the Leica BLK-360.&lt;br /&gt;
**In Cyclone Field, choose the desired scan density&lt;br /&gt;
**Enable photo capture so the scanner records images for texturing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: The Leica camera is limited in quality and prone to lens flares. For high-quality textures, we also recommend taking photographs with an iPhone or DSLR immediately after scanning. These additional images can be used later to create higher-quality textures and to fill in areas the Leica cannot capture (e.g., under furniture or in tight spaces).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Step 2: Exporting from Cyclone&lt;br /&gt;
**After scanning and capturing photos, export your bundle as an .e57 file.&lt;br /&gt;
**To combine the scan and images, and to create a 3D mesh with texture, we use the CG Lab software called RealityScan (free via Epic Games).&lt;br /&gt;
&lt;br /&gt;
*Step 3: Processing in RealityScan&lt;br /&gt;
**Import the .e57 file into RealityScan &lt;br /&gt;
***In the import menu, enable georeferenced alignment if you encounter misalignment issues.&lt;br /&gt;
**Import your additional photos.&lt;br /&gt;
**Align the data, set the bounding box, and calculate the mesh (normal or high quality).&lt;br /&gt;
**Texturize your mesh and, if necessary, simplify the mesh so it does not become too dense.&lt;br /&gt;
&#039;&#039;Note: Simplification is important for workflows where performance matters (e.g., games, VR, 3D printing).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Step 4: Exporting&lt;br /&gt;
**Export the mesh in a preferred textured 3D file format (e.g., OBJ, FBX).&lt;br /&gt;
**Ensure that texture/material/vertex color is enabled when the export menu appears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important Note on File structure&#039;&#039;&#039;&lt;br /&gt;
**When importing an .e57 file into RealityScan, the software creates an .lsp file in the same folder (unless you define another location).&lt;br /&gt;
**If you want to preserve your RealityScan project, make sure to store safely the .lsp and .e57 files together. Without both files, the project cannot be reopened on another workstation.&lt;br /&gt;
**If you are importing the finished 3D mesh but still don’t have any texture, make sure to connect the color attribute in the material nodes. (see example in figure 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Workflow 02: Creating a Point Cloud Environment with Leica BLK-360===&lt;br /&gt;
In many cases, point clouds are preferred for purely visual purposes. A point cloud offers a lightweight, emissive representation that the camera can move through, creating a transparent, volumetric effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Option 1: From Mesh to Point Cloud (Blender Example)&#039;&#039;&#039;&lt;br /&gt;
**If you have already created a 3D mesh (see Workflow 01), you can convert it into a point cloud inside Blender.&lt;br /&gt;
**Use Geometry Nodes to scatter points on the surface of the mesh.&lt;br /&gt;
**You can also call the vertex colors of the mesh to give each point the appropriate color information.&lt;br /&gt;
&#039;&#039;Note: This approach is flexible. You can adjust point size, shape, and appearance in Blender.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Coming soon: Image examples, Figure 3 and 4&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Option 2: Using Unreal Engine 5 (Direct .e57 Import)&#039;&#039;&#039;&lt;br /&gt;
**Unreal Engine 5 supports point clouds directly through the LiDAR Plugin.&lt;br /&gt;
**With this plugin enabled, you can import .e57 files without going through RealityScan.&lt;br /&gt;
**After import, adjust size, type, and level of detail/streaming in the Details menu.&lt;br /&gt;
&#039;&#039;Notes: Avoid enabling collision on point clouds, as this leads to poor gameplay.&lt;br /&gt;
If the original scan’s textures are insufficient, you will need to process the .e57 file in RealityScan first by applying textures using higher-quality photos. (see workflow 01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Option 3: Exporting Point Clouds from RealityScan&#039;&#039;&#039;&lt;br /&gt;
**RealityScan allows direct export of point clouds in different formats:&lt;br /&gt;
***.PLY → sparse point cloud&lt;br /&gt;
***.LAS → dense point cloud&lt;br /&gt;
**Ensure that your point cloud is texturized or colorized so that vertex colors are present on each point.&lt;br /&gt;
&#039;&#039;Notes: These exports are relatively fixed. You cannot easily change point size, shape, or color after export.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Leica_Figure2.png&amp;diff=10635</id>
		<title>Datei:Leica Figure2.png</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Leica_Figure2.png&amp;diff=10635"/>
		<updated>2025-10-01T13:22:40Z</updated>

		<summary type="html">&lt;p&gt;Shuree: Figure 2. Bad scan locations: No overlaying areas between the Scans 01, 02 and 03. These scans will have trouble aligning with each other.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Beschreibung ==&lt;br /&gt;
Figure 2. Bad scan locations: No overlaying areas between the Scans 01, 02 and 03. These scans will have trouble aligning with each other.&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Leica_Figure1.png&amp;diff=10634</id>
		<title>Datei:Leica Figure1.png</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Leica_Figure1.png&amp;diff=10634"/>
		<updated>2025-10-01T13:19:43Z</updated>

		<summary type="html">&lt;p&gt;Shuree: Figure 1. Good scan locations: With plenty of overlaying areas due to Scan 01. Easy to align automatically.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Beschreibung ==&lt;br /&gt;
Figure 1. Good scan locations: With plenty of overlaying areas due to Scan 01. Easy to align automatically.&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10633</id>
		<title>CG Lab</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10633"/>
		<updated>2025-09-30T14:09:14Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Terminology related to keyframe animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Welcome&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hi there,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki is where we will collect resources for software, workflows and equipment in the CG Lab&#039;&#039;&#039;. Inspired by Matt Estela&#039;s&lt;br /&gt;
one and only [https://tokeru.com/cgwiki/ CG Wiki] but more specific KHM media artists student oriented. The wiki is intended as a quick guide to where to find online resources related to KHM labs and computer graphics seminars.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If something comes up in seminars or in conversation, we will add it here. Don&#039;t expect it to be complete in the near future. It&#039;s meant to give you quick access to information that students often ask for, or that we think is important. If you are missing any information that you would like to see added here, please do not hesitate to contact us via our KHM mail.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you feel you need more information or advice, you can also make an appointment with us or with one of us individually.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, we don&#039;t believe that one software/company/tool is always the best or always right, we just try to give you the best way to work with what we have and know. We are always open to new suggestions and are constantly comparing and testing different tools. If you are in doubt, you can always try the free tool [https://www.blender.org/download/ blender] for almost any cg related task and/or try software in our lab first. We strongly recommend that you only buy software that you are really sure you need and want to use.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;CG Terminology&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
There is a certain language used in computer graphics, 3D arts and sciences. We will try to collect here some of the main terms that you will come across in online resources and in everyday use. Some are simple, some are more advanced. To create digital art, you will usually get by without fully understanding all of these concepts. However, we recommend that you look them up. In general it will help you to at least remember that you have heard of something when you come across it. If you are planning to make 3D your main artistic tool, we think you need to have a good understanding of them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SFX&#039;&#039;&#039;&lt;br /&gt;
**Effects that are being done and work on a location or film set&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;VFX&#039;&#039;&#039;&lt;br /&gt;
**Effects post filming and editing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CGI&#039;&#039;&#039;&lt;br /&gt;
**Fully computer generated images&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You can mix sfx,vfx and cgi and it&#039;s being done alot and it&#039;s  often hard to tell what&#039;s what (“invisible” effects).&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI / Machine Learning / Generative AI / Diffusion etc..&#039;&#039;&#039;&lt;br /&gt;
** Much debated etc. you know the drill... You can generate video, 3d models and animation with text or image inputs depending on your hardware, money and skill level train your own datasets and it comes with all the environmental and ethical consequences. Lots of space for experimenting and so far in cg includes like other tools alot of tweaking and fixing technicalities. You can find many different tools for many different tasks online and try them out. And all that while reading [https://discover.khm.de/discovery/fulldisplay?docid=alma990000963650106473&amp;amp;context=L&amp;amp;vid=49HBZ_KHM:VU1&amp;amp;lang=de&amp;amp;search_scope=MyInstitution&amp;amp;adaptor=Local%20Search%20Engine&amp;amp;tab=LibraryCatalog&amp;amp;query=any,contains,atlas%20of%20ai&amp;amp;offset=0 Atlas of AI - Power, Politics, and the Planetary Costs of Artificial Intelligence by Kate Crawford]. What a time to be alive!&lt;br /&gt;
** If you are interested in regard to the current (2025) pipeline and tools at the CG Lab this video might be interesting for you: [https://www.youtube.com/watch?v=UqjHfp927uo Leveraging generative AI for 3D content generation | Moritz Schwind | FMX HIVE 2025] this is specifically about Houdini workflows but most of the topics, workflow experiments and tools discussed are relevant for other worfklows/tools aswell.&lt;br /&gt;
&lt;br /&gt;
====Basic 3D Graphics Terminology:====&lt;br /&gt;
&lt;br /&gt;
* GEOMETRY&lt;br /&gt;
**&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*** [https://www.youtube.com/watch?v=ic7bbGMNP_U/ What are Attributes? - Speedy Houdini]&lt;br /&gt;
*** [https://www.youtube.com/watch?v=oS6qiB_ukwI&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=3/ Attributes In Our Geo Stream / Entagma]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Vectors&#039;&#039;&#039;: [https://www.youtube.com/watch?v=H9U4DzjUB-U/ What are Vectors? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Voxels&#039;&#039;&#039;: [https://www.youtube.com/watch?v=dSDuR-45W6Y/  What are Voxels? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Normals&#039;&#039;&#039;: [https://www.youtube.com/watch?v=hkTjreiookM&amp;amp;t=1s/ 3D Basics - What are Normals?]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Mesh&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Watertight:&#039;&#039;&#039; &lt;br /&gt;
****A term used to describe topological properties of a 3D mesh or surface. A mesh is considered watertight if it has no gaps, holes, or missing triangles (faces). In other words, it is a continuous, unbroken surface that would prevent water from seeping through. This property is essential for 3D printing, computer-aided design (CAD), and other applications where a solid, enclosed volume is required.&lt;br /&gt;
***&#039;&#039;&#039;Manifold:&#039;&#039;&#039; A mesh is considered manifold if it satisfies two conditions:&lt;br /&gt;
**** 1. Each edge is incident to only one or two faces. This ensures that edges are properly connected to the surrounding faces.&lt;br /&gt;
**** 2. The faces incident to a vertex form a closed or open fan. This means that the faces attached to a vertex can be continuously deformed into a disk (closed fan) or a cone (open fan) without tearing or stretching the mesh.&lt;br /&gt;
&lt;br /&gt;
* WORK AREAS:&lt;br /&gt;
** &#039;&#039;&#039;Modelling&#039;&#039;&#039;&lt;br /&gt;
*** Creating the 3D shape and structure of objects, characters, or environments using digital sculpting or polygon/mesh manipulation tools.&lt;br /&gt;
** &#039;&#039;&#039;Texturing /Shading&#039;&#039;&#039;&lt;br /&gt;
***Texturing/Shading: Applying surface details, colors, patterns, and material properties to make 3D models look realistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Rigging&#039;&#039;&#039;&lt;br /&gt;
***Building a digital skeleton inside a 3D character or object that allows it to be moved and deformed for animation.&lt;br /&gt;
*** [https://www.youtube.com/watch?v=3RSwjZLClRc 3D Rigging is Beautiful, Here&#039;s How It Works! by Doodley]&lt;br /&gt;
**&#039;&#039;&#039;Animating&#039;&#039;&#039;&lt;br /&gt;
***Bringing characters and objects to life by creating movement, defining how they act and interact over time.&lt;br /&gt;
**&#039;&#039;&#039;Lookdev /Layout/ Staging&#039;&#039;&#039;&lt;br /&gt;
*** Designing the visual composition, lighting, camera placement, and overall aesthetic feel of a 3D scene.&lt;br /&gt;
**&#039;&#039;&#039;Rendering&#039;&#039;&#039;&lt;br /&gt;
*** The final process of converting 3D scene data into a 2D image or animation sequence, calculating how light, materials, textures, and camera settings interact to produce the ultimate visual output that looks photorealistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Pipeline&#039;&#039;&#039;&lt;br /&gt;
***The systematic workflow and technical process of moving a 3D project through different production stages from concept to final render.&lt;br /&gt;
**&#039;&#039;&#039;Physics Simulation&#039;&#039;&#039;&lt;br /&gt;
***Using mathematical algorithms to realistically simulate natural behaviors like gravity, cloth movement, fluid dynamics, and object interactions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====More advanced (code based) Terminology====&lt;br /&gt;
**&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
***An integer is a whole number, either positive, negative, or zero, without a fractional part, and can be represented as …, -3, -2, -1, 0, 1, 2, 3, … in the set of integers (Z).&lt;br /&gt;
**&#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
***Float in coding refers to a fundamental data type used to represent numeric values with decimal points, allowing for the storage and manipulation of fractional numbers, such as 1.23, 87.425, or 9039454.2, in programming languages like C, C++, C#, and others. &lt;br /&gt;
***&#039;&#039;In 3D graphics, floats are often used to store coordinates, vectors, and other numerical values with decimal precision, enabling accurate calculations and transformations of 3D objects.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
***In coding, a string is a sequence of characters, such as letters, digits, or symbols, stored as a single data type, often used to represent human-readable text, and can be implemented as a fixed-length array or a dynamic buffer with varying lengths, depending on the programming language and its libraries. &lt;br /&gt;
***&#039;&#039;In 3D, a string can refer to a sequence of connected vertices or control points that define a curve or surface, used to model complex shapes and geometries in computer-aided design (CAD) systems, computer-generated imagery (CGI), and 3D modeling software.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot Product&#039;&#039;&#039;&lt;br /&gt;
***In coding, the dot product (also known as scalar product) is a mathematical operation that computes the sum of the products of corresponding elements (components) of two vectors, resulting in a scalar value representing the magnitude and direction of their alignment. &lt;br /&gt;
***[https://www.youtube.com/watch?v=YiAtM4EpQ4U&amp;amp;t=210s/ Essential TD Skills: Designing &amp;amp; Implementing Algorithms] &#039;&#039;starting from 03:30&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Vector Normalization&#039;&#039;&#039;&lt;br /&gt;
***Scaling a vector to have a magnitude of 1, while preserving its direction. Normalizing vectors is essential for consistent lighting and shading calculations. It ensures that vectors used in calculations, such as dot products and cross products, have a standardized length, allowing for accurate and predictable results.&lt;br /&gt;
** &#039;&#039;&#039;Quaternions&#039;&#039;&#039;&lt;br /&gt;
*** Quaternions in computer graphics are used to represent three-dimensional rotations efficiently, providing advantages over traditional Euler angles and enabling smooth interpolation between orientations.&lt;br /&gt;
***[https://www.youtube.com/watch?v=bKd2lPjl92c How to use Quaternions (Video from Positive Altitude)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Material/Shader/Texture Terminology====&lt;br /&gt;
*&#039;&#039;&#039;Core Material Properties&#039;&#039;&#039;&lt;br /&gt;
**Base Color: The fundamental color of the material, often a simple texture or flat color.&lt;br /&gt;
**Albedo: Similar to base color but excludes shadow and lighting data for physically accurate rendering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reflectivity and Surface Interaction&#039;&#039;&#039;&lt;br /&gt;
**Metalness (Metallic): Defines whether a surface behaves like metal (high reflectivity and color-tinted reflections) or a non-metal (dielectric).&lt;br /&gt;
**Specular: Controls the intensity and sharpness of reflections for non-metal materials.&lt;br /&gt;
**Roughness: Defines how smooth or rough a surface is, affecting how sharp or diffuse reflections appear.&lt;br /&gt;
**Sheen: Adds a soft, fabric-like glow to the edges of a material, often used for materials like velvet or satin.&lt;br /&gt;
**Glossiness: Often the inverse of roughness, controlling the clarity of reflections.&lt;br /&gt;
**Anisotropy: Controls the directional stretching of reflections, commonly seen in materials like brushed metal, hair, or textiles.&lt;br /&gt;
**BRDF (Bidirectional Reflectance Distribution Function): Describes how light reflects off a surface based on angles of incidence and reflection.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lighting and Special Effects&#039;&#039;&#039;&lt;br /&gt;
**Emission: Makes the material emit light, creating glowing effects independent of scene lighting.&lt;br /&gt;
**Opacity: Controls the visibility of an object; lower values make it transparent.&lt;br /&gt;
**Transparency: A broader term for allowing light to pass through a surface, often combined with refraction effects.&lt;br /&gt;
**Transmission: Specifies how much light passes through a material, commonly used for glass or liquids.&lt;br /&gt;
**Refraction: Simulates light bending as it passes through transparent objects.&lt;br /&gt;
**IOR (Index of Refraction): Determines the degree of light bending for transparent materials (e.g., glass, water, diamonds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surface Detail&#039;&#039;&#039;&lt;br /&gt;
**Normal Map: Adds fine surface details (like bumps or grooves) by altering surface normals without changing geometry.&lt;br /&gt;
**Bump Map: A grayscale texture for simulating surface details by modifying the apparent height of surface features.&lt;br /&gt;
**Height Map (Displacement Map): Represents elevation data to physically modify the geometry of a surface for greater realism.&lt;br /&gt;
**Ambient Occlusion (AO): Simulates soft shadows in crevices and corners where light is occluded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Texture and Mapping Techniques&#039;&#039;&#039;&lt;br /&gt;
**UV Mapping: A method of projecting a 2D texture onto a 3D object by unwrapping its geometry.&lt;br /&gt;
**Tiling: Repeating a texture across a surface for consistent coverage.&lt;br /&gt;
**Projection Mapping: Applying textures based on a 3D projection (e.g., spherical, planar).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Material Concepts&#039;&#039;&#039;&lt;br /&gt;
**PBR (Physically Based Rendering): A shading workflow for creating realistic materials by simulating how light interacts with surfaces in the real world.&lt;br /&gt;
**Subsurface Scattering (SSS): Simulates light penetration and scattering beneath the surface, used for materials like skin, wax, and marble.&lt;br /&gt;
**Environment Map: A 360° image that simulates lighting and reflections from an environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;3D Scanning&#039;&#039;&#039; ===&lt;br /&gt;
Scanning in computer graphics is usually used to create a digital clone of a real-world object, which can be just the geometry/mesh, or include additional colour data in the scanned points, or even be turned into a texture for traditional use in game and video environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scanning is a skill similar to operating a film camera. No amount of expensive equipment can give you a perfect result if it is not operated correctly and scanning results can vary drastically depending on your preparation, experience and skill level. If you are looking for a beginner&#039;s solution to get a nice looking digital object quickly, we would always recommend using a mobile phone scanning app as these are designed for beginners.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Equipment for Scanning:&#039;&#039;&#039;====&lt;br /&gt;
* Laserscanner for large areas, architecture, etc.: Leica BLK360 G1&lt;br /&gt;
** For a general introduction to Leica, Cyclone FIELD 360 app, and creating 3D mesh or Pointcloud, go to [[Introduction to Leica BLK-360 G1]] &lt;br /&gt;
* Handheld scanner for very detailed replicas of smaller objects: [https://www.artec3d.com/de/portable-3d-scanners/artec-eva Artec Eva]&lt;br /&gt;
*Scanning with a Phone/Iphone/Ipad&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Photogrammetry&#039;&#039;&#039;====&lt;br /&gt;
*Taking Pictures &lt;br /&gt;
** [https://www.youtube.com/watch?v=B5hBBFM2I_w&amp;amp;t=127 Very nice introduction to the photogrammetry process in this video by William Faucher]&lt;br /&gt;
** [https://will_faucher.artstation.com/projects/aGoby0 RealityCapture to UE5 - Workflow Tutorial]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/courses/1Xd/unreal-engine-capturing-reality-community-highlight-reality-capture-tutorials/dB34/capturing-reality-realitycapture-making-3d-models-with-your-smartphone RealityCapture: Making 3D Models with your smartphone]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/tutorials/EPrj/capturing-reality-realityscan-turntable Short introduction for using turntable ]&lt;br /&gt;
*Reality Capture/Scan&lt;br /&gt;
** A software (among other software that can do the same) that can turn images and videos it uses the frames as images into 3D models by calculating different perspectives. Also possible to mix with laser scanned data and improve your models measurements or the other way around, improve your laser scans texture by adding some higher res images. Only runs on Windows machines not Mac(All PCs at the lab have the most current version installed).&lt;br /&gt;
*** [https://www.capturingreality.com/sample-datasets Example Files and Datasets for testing]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Splatting/Neural radiance fields : NeRFs&#039;&#039;&#039;====&lt;br /&gt;
*[https://developer.nvidia.com/blog/getting-started-with-nvidia-instant-nerfs/ Getting Started with NVIDIA Instant NeRFs NVIDIA Technical Blog]&lt;br /&gt;
*[https://docs.nerf.studio/ Nerfstudio] (use on linux if you can)&lt;br /&gt;
*[https://github.com/Anttwo/SuGaR [CVPR 2024&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Official PyTorch implementation of SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering]&lt;br /&gt;
*[https://scaniverse.com/news/scaniverse-introduces-support-for-3d-gaussian-splatting Scaniverse 3D Gaussian splatting]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *Using photogrammetry images for texturing laser scans--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;App examples for scanning with a phone:&#039;&#039;&#039;====&lt;br /&gt;
* [https://scaniverse.com/ Scaniverse ]&lt;br /&gt;
* [https://www.unrealengine.com/de/realityscan RealityScan]&lt;br /&gt;
*[https://apps.apple.com/us/app/kiri-engine-3d-scanner-lidar/id1577127142 Kiri Engine]&lt;br /&gt;
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&lt;br /&gt;
=== &#039;&#039;&#039;CG Lab Software&#039;&#039;&#039;===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
==== &#039;&#039;&#039;Brave Browser&#039;&#039;&#039; ====&lt;br /&gt;
We are sometimes approached by students who are frustrated by the clutter on the internet, especially when they are trying to concentrate and learn, so we decided to mention it here again. [https://brave.com/ Brave] is installed on all the computers in the lab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3D SOFTWARE&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Blender&#039;&#039;&#039; ====&lt;br /&gt;
Very powerful DCC and there are a lot of resources available for online learning. There is a lot of development going on and new versions are being released all the time. This is really cool for getting new features fast. Just watch out for stability. But usually it is possible to open very old projects in the latest version!&lt;br /&gt;
Some parts of Blender may be outdated/buggy because they have not been looked at for a long time. This is normal, but can be hard to spot for beginners.&lt;br /&gt;
&lt;br /&gt;
Blender comes now with procedural modeling:  Geometry Nodes. It is a great way to understand the basics and node based/non-destructive working style. &lt;br /&gt;
&lt;br /&gt;
No licensing required for Blender. Yei!  Lots of free and paid plugin options (be careful, can be a rabbit hole you might not want/need to go down to complete your task/project).&lt;br /&gt;
&lt;br /&gt;
Additionally, blender includes great compositing tools (especially camera tracking results can be impressive).&lt;br /&gt;
&lt;br /&gt;
Amazing 2D/3D Animation Tool Called Grease Pencil!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Blender Quick Start:&#039;&#039;&#039;&lt;br /&gt;
**If you are looking for a great tutorial series to learn Blender from we recommend this one:&lt;br /&gt;
***[https://www.youtube.com/watch?v=e-fetDXDXX8&amp;amp;list=PLgO2ChD7acqH5S3fCO1GbAJC55NeVaCCp 7 part Blender tutorial for complete beginners]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blender Gotchas&#039;&#039;&#039;&lt;br /&gt;
** Blender is awesome for sure, in some cases some things might not always behave as you would expect, so here we want to collect some common settings etc. that might get you into trouble.&lt;br /&gt;
***&#039;&#039;&#039;Preferences Cycles Render Device:&#039;&#039;&#039;&lt;br /&gt;
**** It can happen, that blender defaults to &amp;quot;None&amp;quot; in the Preferences/System/Cycles Render Device. If you would like a GPU to be used you might want to change this to &amp;quot;CUDA&amp;quot; or &amp;quot;Optix&amp;quot; for example. Only if this is set, rendering will be done by the GPU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Blender Pipeline&#039;&#039;&#039; =====&lt;br /&gt;
Daniel Bystedt did an amazing talk on a small studio or one person pipeline for working in Blender in 2019. Of course blender has changed alot since that but we believe you should still watch and learn from his approach how to deal with data in blender. &lt;br /&gt;
The video of this 30 min presentation is this:&lt;br /&gt;
* [https://www.youtube.com/watch?v=Nuoe9h9jQxA/ Creating blender demos glowing tigers and tortured creatures]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Modelling Techniques in Blender&#039;&#039;&#039; =====&lt;br /&gt;
====== &#039;&#039;&#039;Sculpting&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Hard Surface&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Geometry Nodes&#039;&#039;&#039; ======&lt;br /&gt;
*[https://www.youtube.com/@JunichiroHorikawa/playlists Video on Getting Started with Geometry Nodes in Blender 3.0 for Beginners by Junichiro Horikawa]&lt;br /&gt;
*[https://www.youtube.com/watch?v=HFnNpn5Ym4Y Make A Cactus In Blender with Geometry Nodes [Full Course&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Shader/Texture Baking&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=SDqpnfTRtIU How to Bake textures under 3 minutes in Blender Beginner Tutorial]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rigging&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=DDeB4tDVCGY Rigging for impatient people by Joey Carlino (note the top comment on posing from Blender 4.0 on)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=Y2SWwZmwrwM &amp;quot;How to Rig ANYTHING in Blender!&amp;quot; bit more detailed video tutorial by SharpWind]&lt;br /&gt;
*[https://www.youtube.com/watch?v=jIwrswJEFBQ Easy Way To Rig by richstubbsanimation]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rendering&#039;&#039;&#039; =====&lt;br /&gt;
*Preparation and Optimisation&lt;br /&gt;
** Rendering times depend heavily on the way your data flow is set up and optimised. Please refer to this video from Blender Guru for a nice overview on what to look out for: [https://www.youtube.com/watch?v=kIW648Cfo18 Blender Guru Video: 10 Easy Ways to Render Faster in Blender]&lt;br /&gt;
*Cycles&lt;br /&gt;
** Very powerful GPU/CPU Physical render engine. You will probably not need more for 99% of projects if you are looking for “photorealistic” light bouncing aesthetics.&lt;br /&gt;
*Eevee&lt;br /&gt;
** “Realtime” render engine inside blender&lt;br /&gt;
** Great lookdev tool (though with most decent machines you can use cycles with denoise and low samples very well already for that and get better previs)&lt;br /&gt;
** Similar to game engine texture and light calculations (similar pros and cons).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Houdini&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Behaves usually as you expect it to.&#039;&#039; &lt;br /&gt;
Our current tool of choice. Mainly because of reliability and power.&lt;br /&gt;
&lt;br /&gt;
After using its preset nodes/tools and feeling comfortable with the style of working, it is possible to create your custom tools or get more into coding/TD (technical director) work style.  &lt;br /&gt;
&lt;br /&gt;
Working in houdini will teach you fundamental skills for any 3d/cg work or tool. The educational version, with no technical restrictions for non-commercial work, is available in the CG lab and on the entire KHM intranet. &lt;br /&gt;
&lt;br /&gt;
The apprentice version can be installed on your personal computers with all functions except rendering and exporting. You can render/edit your projects on lab computers and within the KHM intranet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;User Interface (UI) Tips&#039;&#039;&#039;&lt;br /&gt;
** Follow this link for great tips: [https://tokeru.com/cgwiki/HoudiniUserInterfaceTips.html UI Tips from CGWIKI]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Houdini Quick Start:&#039;&#039;&#039;&lt;br /&gt;
** Follow this amazing Entagma series of tutorials if you want to learn the basics of Houdini quickly and well. It is from 2020, but still very helpful:&lt;br /&gt;
*** [https://www.youtube.com/watch?v=t17WRxHRih8&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=1 Houdini In Five Minutes 01: Houdini&#039;s Contexts]&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Common Attributes Cheat Sheet&#039;&#039;&#039;=====&lt;br /&gt;
&#039;&#039;stole this overview from nine between&#039;s video on yt: &amp;quot;What are Attributes? - Speedy Houdini&amp;quot; min 1.32&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*@P - position&lt;br /&gt;
*@Cd - color&lt;br /&gt;
*@N - normal direction&lt;br /&gt;
*@pscale - uniform scale&lt;br /&gt;
*@scale - scale vector&lt;br /&gt;
*@up - axis to align to Y&lt;br /&gt;
*@id - a unique identifier (could be a bundle of points/verts/prims etc. that you define)&lt;br /&gt;
*@name - an identifier&lt;br /&gt;
*@v - velocity&lt;br /&gt;
*@force - a force to apply&lt;br /&gt;
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=====&#039;&#039;&#039;Geometry Network (Surface Operators/SOPs)&#039;&#039;&#039;=====&lt;br /&gt;
The geometry network environment is a visual programming system where you can create and manipulate 3D geometry using a network of nodes, each representing a specific operation or function. These nodes, such as Geometry, Curve, and Point, are connected to form a flowchart-like structure, allowing you to define complex geometry transformations, attributions, and relationships between different parts of the model. The network can be thought of as a recipe, where each node contributes a specific step in the processing of the geometry, and the output of one node becomes the input for the next, enabling the creation of intricate and detailed 3D models. Within this environment, beginners can start by building simple shapes and primitives, such as cubes and spheres, and gradually move on to more complex tasks like extruding curves, scattering points, and manipulating attributes, all while utilizing Houdini’s visual feedback and debugging tools to refine your creations.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Manual &amp;quot;intuitive&amp;quot; Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
*To be clear, Houdini is not known for the common hard surface modelling style you see in most tutorials out there, which mainly use Blender to model a 3D shape very quickly and mainly by grabbing parts of your base geometry and extruding and transforming/expanding them step by step.These days though, we find a similar style of modelling in Houdini as much improved and can be a lot of fun, while retaining most of Houdinis powerful procedural style. We totally understand many cases where you just want to jump into the DCC you feel comfortable with modelling like Blender, C4D etc and we strongly believe in using many different tools for CG. But if you are curious, we would recommend anyone starting with 3D or Houdini to explore the viewport style modelling in Houdini, especially in conjunction with the VDB and remeshing tools. We find this way of modelling to be very useful and even a lot of fun for many use cases. &lt;br /&gt;
** This video example by Simon Houdini (from 2020) is a good starting point that we would recommend: [https://www.youtube.com/watch?v=L-CwpmOjR_s Knife modeling Basic || Houdini Tutorial]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Procedural Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
Let&#039;s get to where Houdini shines. As mentioned above, modelling in the network by creating recipe-like node systems that can react quickly and flexibly to changes is what brings us a lot of fun in creating computer generated geometry. &lt;br /&gt;
&lt;br /&gt;
We recommend this video example from Entagma for a quick start: [https://www.youtube.com/watch?v=NYIqDpnQrXI Procedurally Modeling A Raspberry]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scattering&#039;&#039;&#039;&lt;br /&gt;
**[https://www.youtube.com/watch?v=P_qmfyW--Ws&amp;amp;t=1516s Houdini Illume: Controlled Scattering Video Tutorial]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;UV Unwrapping&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
Unwrapping is the process of turning the surface of your 3d model into a 2d representation. So that you can texture it and e.g. bring it into a game engine or simply export your model. Copernicus needs UV Maps for making Shaders!&lt;br /&gt;
&lt;br /&gt;
* This excellent video by Simon Houdini explains the basics of the process in houdini perfectly:&lt;br /&gt;
** [https://www.youtube.com/watch?v=VNX9Qf6a5hs Houdini Unwrapping Techniques: The Basics]&lt;br /&gt;
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======&#039;&#039;&#039;Terrain&#039;&#039;&#039;======&lt;br /&gt;
* Quick note on [https://www.sidefx.com/docs/houdini/model/terrain_workflow.html terrain] in houdini:&lt;br /&gt;
**&#039;&#039;Height fields are volumes in houdini. That&#039;s awesome because volumes can be manipulated much faster than a regular mesh consisting of polygons. Therefore your model can be very big and complex while not costing so much until you turn it into a mesh. So, while working on a terrain, before exporting it into a mesh, you will be able to use all logic that applies to any volume modeling technique (VDB SDF etc.).&lt;br /&gt;
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=====&#039;&#039;&#039;Rigging / KineFX / APEX / Character FX /&#039;&#039;&#039;=====&lt;br /&gt;
* [OLDSCHOOL] &#039;&#039;&#039;Kinefx / Character FX video links:&#039;&#039;&#039;&lt;br /&gt;
**[https://www.sidefx.com/tutorials/foundations-rig-fur-dude-with-kinefx/ Foundations Rig Fur Dude with KineFX SideFX]&lt;br /&gt;
**[https://tokeru.com/cgwiki/HoudiniKinefx.html Kinefx - Houdini and CG tips]&lt;br /&gt;
**[https://www.youtube.com/watch?v=KzH18TvHmCE Why Rig in Houdini? Houdini Rigging Webinar]&lt;br /&gt;
**[https://www.youtube.com/watch?v=cxs7BTTHCH8&amp;amp;t=1s Handy RIGGING &amp;amp; ANIMATION Tricks in Houdini using KineFX]&lt;br /&gt;
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* [NEWER/FASTER] &#039;&#039;&#039;APEX Rigging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Want to learn what APEX in Houdini currently is? Check our this overview: *[https://www.tokeru.com/cgwiki/HoudiniApex.html Apex Overview by Matt Estela]&lt;br /&gt;
&lt;br /&gt;
**[https://www.youtube.com/watch?v=Rmx17u80wEE Video Tutorial APEX - Ep.02: Rigging a Character by Entagma]&lt;br /&gt;
**[https://www.youtube.com/watch?v=sv8fVcgKB5o Character Rigging in Houdini 20.5 | FULL BIPED APEX RIG Video Tutorial by Max Rose]&lt;br /&gt;
**[https://www.sidefx.com/tutorials/kinefx-rigging-with-apex-1/ KINEFX RIGGING WITH APEX]&lt;br /&gt;
**[https://www.youtube.com/watch?v=U9-e5p0j7so apex overview video by matt estela]&lt;br /&gt;
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=====&#039;&#039;&#039; Copernicus/COPs/Materials&#039;&#039;&#039;=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; !!! Houdini 20.5 ships with Copernicus as BETA. There may be some problems, especially on Macbooks, where the viewport does not update. Be aware of this! You can try restarting Houdini and/or going to Labs/Refresh Viewport. !!!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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The Copernicus environment, also known as COP, is a 2D and 3D GPU image processing framework that enables real-time image manipulation within a 3D space. This framework consists of COP nodes, which provide a unique node body with a preview thumbnail, and can be wired together to control the flow of layer and geometry data. COP nodes fully interoperate with Surface Operators (SOPs), allowing seamless integration between 2D and 3D workflows, and can export results as images or volumes. The default image space ranges from -1 to 1, preserving the pixel aspect ratio, and texture space ranges from 0 to 1 across the data window and buffer space, useful for mapping textures. As of Houdini 20.5, Copernicus nodes are recommended instead of Compositing nodes, with the Compositing network now designated as COP Network - Old.&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-organic-textures/ How To Create Organic Textures / Video Tutorial Sidefx]&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-tile-based-textures/ How To Create Tile Based Textures / Video Tutorial Sidefx]&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=dn5zNrH_cFQ Solve visible seams problem in COPs: Houdini 20.5 - Rasterize attributes using VEX in COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=9xZFu2XJTBA/ Terrain COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=hsQZD2CxwAE7 UDIMS in COPs]&lt;br /&gt;
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* [https://www.youtube.com/watch?v=c1jupIDfQ_I Decals in Copernicus]&lt;br /&gt;
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=====&#039;&#039;&#039;Solaris Environment&#039;&#039;&#039;=====&lt;br /&gt;
Solaris is an Environment for look development, layout, and lighting tools that utilizes Universal Scene Description (USD) at its core, allowing you to create complex scenes comprising multiple assets within a single graph. This environment enables you to efficiently manage and organize assets, variants, and physical editing, streamlining the workflow for tasks such as setting up lighting, cameras, and materials. Solaris integrates seamlessly with Houdini’s existing tools and nodes, providing a unified platform for you to work on scene assembly, layout, and lighting, while also supporting collaboration and data exchange with other software applications. As a beginner, you can leverage Solaris in Houdini to create and manipulate scenes, manage assets, and set up lighting and cameras, all within a cohesive environment.&lt;br /&gt;
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====== &#039;&#039;&#039;Material Linker&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
The Material Linker Node is the easiest way to add Materials to imported Geometry in LOPS.&lt;br /&gt;
Check out this short video for a perfect explanation what you can do with it and how to use it:&lt;br /&gt;
*[https://www.youtube.com/watch?v=_KTBWtGu79s Material Linker Video Explanation]&lt;br /&gt;
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====== &#039;&#039;&#039;KARMA Rendering&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/docs/houdini/news/20/karma.html What’s new Karma Houdini 20]&lt;br /&gt;
*[https://www.youtube.com/watch?v=4bYLqimlTr8  Entagma Video: New In Houdini 20: Karma - Physical Sky, Thin Walled Transmission, Material Linker And More]&lt;br /&gt;
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=====&#039;&#039;&#039;VOPs&#039;&#039;&#039;=====&lt;br /&gt;
*Node based visual coding system. As fast and powerful as VEX but no actual coding needed.&lt;br /&gt;
*Same performance as VEX. If you are not a person familiar with code we always recommend learning VOP’s before VEX!&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;VEX&#039;&#039;&#039;=====&lt;br /&gt;
*Coding language inside Houdini. Very powerful because it is fast and most of the time cheap on computing power. TIPP:  Not that suitable for Noise (VOPs are just more intuitive way for using that)&lt;br /&gt;
*Attributes cheat sheet:&lt;br /&gt;
** [https://wiki.johnkunz.com/index.php?title=VEX_Attribute_Glossary VEX Attribute Glossary - kunz]&lt;br /&gt;
*VEX video links:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bR0V4bADRxY Creating Geometry With VEX]&lt;br /&gt;
**[https://www.youtube.com/watch?feature=shared&amp;amp;v=2jg0lTHf1ss Procedural Subdivision Lines - Creating Control Curves]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Plugins&#039;&#039;&#039;=====&lt;br /&gt;
*MOPs&lt;br /&gt;
**[https://www.motionoperators.com/ Motion Operators for Houdini]&lt;br /&gt;
*MLOPs&lt;br /&gt;
**[https://www.sidefx.com/tutorials/introducing-mlops-machine-learning-operators/ MLOPS Introducing Machine Learning Operators SideFX]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Machine Learning&#039;&#039;&#039;=====&lt;br /&gt;
Houdini provides a platform for machine learning (ML) that supports synthetic data generation, preprocessing, training models, exporting trained models, and deploying trained models. &lt;br /&gt;
&lt;br /&gt;
* ML Deformer Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-deformer/ here]&lt;br /&gt;
* ML Terrain Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-terrain/ here]&lt;br /&gt;
* [https://www.sidefx.com/docs/houdini/nodes/sop/onnx.html ONNX Inference geometry node Sidefx Documentation Link]&lt;br /&gt;
* [https://www.youtube.com/watch?v=aCAatiY53s8 Entagma Video on Machine Learning with ONNX in Houdini 20]&lt;br /&gt;
* Machine Learning Operators Plugin (got to: Plugins/MLOPs)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039; Channel Operators CHOPS &#039;&#039;&#039; =====&lt;br /&gt;
Channel operators, or CHOPs, are tools in Houdini used for creating and manipulating channel data, which includes animation curves and other time-varying information. Its a great way to controll visuals with an audio signal similar to e.g. touchdesigner.&lt;br /&gt;
*[https://www.youtube.com/watch?v=qwnIPazdeZY Video Tutorial for Audio Driven Animation - Houdini 18 by VoxelFX]&lt;br /&gt;
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===== &#039;&#039;&#039; More Houdini online resources&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.tokeru.com/cgwiki/Houdini.html CGWiki tokeru]&lt;br /&gt;
*[https://www.sidefx.com/learn-main-menu/start-here/ Sidefx Learn]&lt;br /&gt;
*[https://entagma.com/ Entagma]&lt;br /&gt;
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==== &#039;&#039;&#039;Unreal Engine&#039;&#039;&#039; ====&lt;br /&gt;
Very realistic looking (outdoor) light and material rendering engine for real-time and very fast rendering. Usually used with imported geometry from other programs (Blender, Houdini etc.), but has the potential to create worlds, animations and simulations inside.&lt;br /&gt;
* &#039;&#039;&#039;Shuree has prepared a lot of information for you at the [[Unreal Club|Engine Club site]]. Check it out!&#039;&#039;&#039;&lt;br /&gt;
** [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners Documentation For Complete Beginners]&lt;br /&gt;
=====&#039;&#039;&#039;Version Control&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.anchorpoint.app/ Anchorpoint App]&lt;br /&gt;
=====&#039;&#039;&#039;Unreal Multi-GPU Setup&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.youtube.com/watch?v=Io6oSCYkLg0  Multi-GPU Tutorial in Unreal Engine! By Alex Pearce]&lt;br /&gt;
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=== &#039;&#039;&#039;CG/3D Production Pipeline And File Formats&#039;&#039;&#039; ===&lt;br /&gt;
==== USD (Universal Scene Description)====&lt;br /&gt;
&lt;br /&gt;
Pixar USD is an open-source framework and file format that enables non-destructive collaboration and data exchange between multiple 3D applications and departments, allowing artists to work together on complex scenes and projects without losing data or compromising their work.&lt;br /&gt;
&lt;br /&gt;
*[https://openusd.org/release/intro.html Introduction to USD]&lt;br /&gt;
*[https://openusd.org/release/glossary.html USD Terminology]&lt;br /&gt;
*[https://tokeru.com/cgwiki/UsdGuide.html#table-of-contents cgwiki/UsdGuide]&lt;br /&gt;
&lt;br /&gt;
* Video presentation on the current state of USD for small teams/freelancers as a pipeline tool:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bwkCfp6G-F8/ USD and Solaris in a Real-time Pipeline for Indie Studios and Freelancers| Paul Booth]&lt;br /&gt;
* Long presentation on a bigger production and their experience with USD:&lt;br /&gt;
** [https://www.youtube.com/watch?v=L9pMvbET7YU LOPs of love from the USD pipeline at Rebellion]&lt;br /&gt;
*Complete videoguide on USD for Houdini/Solaris:&lt;br /&gt;
**[https://www.youtube.com/watch?v=cE-Bbdspu_8&amp;amp;t=2746s 3D USD Masterclass: Scene Assembly and Rendering / Nine Between]&lt;br /&gt;
&lt;br /&gt;
==== GLTF/GLB ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The core of [https://www.khronos.org/gltf/ glTF] is a JSON file that describes the structure and composition of a scene containing 3D models, which can be stored in a single binary glTF file (.glb). The top-level elements of the file include: Scenes and nodes, cameras, meshes, buffers, materials, textures, skins and animations.&lt;br /&gt;
&lt;br /&gt;
In 2022 glTF 2.0 was released as the ISO/IEC 12113:2022 International standard, recognizing glTF&#039;s global position as a 3D asset format.&amp;quot;&lt;br /&gt;
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=== &#039;&#039;&#039;3D Animation&#039;&#039;&#039; ===&lt;br /&gt;
==== Keyframe Animation ====&lt;br /&gt;
A Keyframe is simply a marker of time that stores the value of a property.&amp;lt;ref&amp;gt;[https://docs.blender.org/manual/en/latest/animation/keyframes/introduction.html]&amp;lt;/ref&amp;gt; Keyframing is the recording of a parameter’s value at a specific moment in time, advancing the time, then recording the value again.&amp;lt;ref&amp;gt;[https://help.autodesk.com/view/MOBPRO/2025/ENU/?guid=GUID-7E4641AA-9D59-4DB5-9A19-19D2D1A83718]&amp;lt;/ref&amp;gt; Animation consists of frames, a series of drawings, renderings, or photos that, when played back at high speed, are interpreted by the human eye as continuous movement. The concept is the same as that of filmed movies, where individual images on a film strip are played back at high speed to create the illusion of motion.&amp;lt;ref&amp;gt;[https://www.unrealengine.com/en-US/explainers/animation/how-to-do-keyframe-animation-in-unreal-engine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
=====Terminology related to keyframe animation=====&lt;br /&gt;
*Interpolation (sometimes called tweening or easing) determines how values change between keyframes or sampled data points.&lt;br /&gt;
** Linear Interpolation (LERP): Changes happen at a constant rate between keyframes. Produces steady motion but can feel mechanical or abrupt.&lt;br /&gt;
**Step (or Constant) Interpolation: The value jumps directly at the keyframe, with no transition in between. Useful for hold poses, sudden switches, or non-continuous data (like game states).&lt;br /&gt;
**Bezier / Spline Interpolation (e.g., Cubic, Hermite, Catmull–Rom, B-splines): Curved interpolation controlled by tangents or handles. Produces smooth, natural-looking animation. Most DCC tools (Blender, Maya, 3ds Max) use Bezier splines by default for keyframes.&lt;br /&gt;
**Ease In / Ease Out (Easing Curves): Specialized splines where motion gradually accelerates (ease in) or decelerates (ease out). Makes movement feel more organic and less robotic.&lt;br /&gt;
**Spherical Linear Interpolation (SLERP): Used for rotations represented by quaternions. Ensures smooth rotation without distortions or gimbal lock. Very common in games and mocap retargeting.&lt;br /&gt;
**Extrapolation: How motion continues beyond the first/last keyframe (constant, linear, cyclic)&lt;br /&gt;
&lt;br /&gt;
==== Procedural Animation ====&lt;br /&gt;
Procedural animation is based on algorithms and rules, rather than pre-defined keyframes. For example, Houdini has a fully procedural system that uses a node-based workflow. Instead of keyframing manually along the timeline, in Houdini, you can use [https://exmediawiki.khm.de/index.php?title=CG_Lab#VEX VEX] expressions or use noise to animate procedurally. Similarly, you can also create procedural animation using Geometry Nodes inside Blender.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Uoi5hil_N08| Houdini Procedural Walker with VEX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=NqdnTXuxn6k| Procedural Animations Using The SOP Solver]&lt;br /&gt;
* [https://www.youtube.com/watch?v=pf3pLSTCmf4| Procedural Animation with Geometry Nodes in Blender]&lt;br /&gt;
* [https://www.youtube.com/@argonautcode| Extra: Procedural animation explained by a programmer]&lt;br /&gt;
&lt;br /&gt;
==== Animating with Motion Capture ====&lt;br /&gt;
==== Animating with other tools ====&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10632</id>
		<title>CG Lab</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10632"/>
		<updated>2025-09-30T14:02:10Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Procedural Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Welcome&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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Hi there,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki is where we will collect resources for software, workflows and equipment in the CG Lab&#039;&#039;&#039;. Inspired by Matt Estela&#039;s&lt;br /&gt;
one and only [https://tokeru.com/cgwiki/ CG Wiki] but more specific KHM media artists student oriented. The wiki is intended as a quick guide to where to find online resources related to KHM labs and computer graphics seminars.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If something comes up in seminars or in conversation, we will add it here. Don&#039;t expect it to be complete in the near future. It&#039;s meant to give you quick access to information that students often ask for, or that we think is important. If you are missing any information that you would like to see added here, please do not hesitate to contact us via our KHM mail.&lt;br /&gt;
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If you feel you need more information or advice, you can also make an appointment with us or with one of us individually.&lt;br /&gt;
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[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
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&lt;br /&gt;
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&#039;&#039;In general, we don&#039;t believe that one software/company/tool is always the best or always right, we just try to give you the best way to work with what we have and know. We are always open to new suggestions and are constantly comparing and testing different tools. If you are in doubt, you can always try the free tool [https://www.blender.org/download/ blender] for almost any cg related task and/or try software in our lab first. We strongly recommend that you only buy software that you are really sure you need and want to use.&#039;&#039;&lt;br /&gt;
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=== &#039;&#039;&#039;CG Terminology&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
There is a certain language used in computer graphics, 3D arts and sciences. We will try to collect here some of the main terms that you will come across in online resources and in everyday use. Some are simple, some are more advanced. To create digital art, you will usually get by without fully understanding all of these concepts. However, we recommend that you look them up. In general it will help you to at least remember that you have heard of something when you come across it. If you are planning to make 3D your main artistic tool, we think you need to have a good understanding of them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SFX&#039;&#039;&#039;&lt;br /&gt;
**Effects that are being done and work on a location or film set&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;VFX&#039;&#039;&#039;&lt;br /&gt;
**Effects post filming and editing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CGI&#039;&#039;&#039;&lt;br /&gt;
**Fully computer generated images&lt;br /&gt;
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&#039;&#039;You can mix sfx,vfx and cgi and it&#039;s being done alot and it&#039;s  often hard to tell what&#039;s what (“invisible” effects).&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;AI / Machine Learning / Generative AI / Diffusion etc..&#039;&#039;&#039;&lt;br /&gt;
** Much debated etc. you know the drill... You can generate video, 3d models and animation with text or image inputs depending on your hardware, money and skill level train your own datasets and it comes with all the environmental and ethical consequences. Lots of space for experimenting and so far in cg includes like other tools alot of tweaking and fixing technicalities. You can find many different tools for many different tasks online and try them out. And all that while reading [https://discover.khm.de/discovery/fulldisplay?docid=alma990000963650106473&amp;amp;context=L&amp;amp;vid=49HBZ_KHM:VU1&amp;amp;lang=de&amp;amp;search_scope=MyInstitution&amp;amp;adaptor=Local%20Search%20Engine&amp;amp;tab=LibraryCatalog&amp;amp;query=any,contains,atlas%20of%20ai&amp;amp;offset=0 Atlas of AI - Power, Politics, and the Planetary Costs of Artificial Intelligence by Kate Crawford]. What a time to be alive!&lt;br /&gt;
** If you are interested in regard to the current (2025) pipeline and tools at the CG Lab this video might be interesting for you: [https://www.youtube.com/watch?v=UqjHfp927uo Leveraging generative AI for 3D content generation | Moritz Schwind | FMX HIVE 2025] this is specifically about Houdini workflows but most of the topics, workflow experiments and tools discussed are relevant for other worfklows/tools aswell.&lt;br /&gt;
&lt;br /&gt;
====Basic 3D Graphics Terminology:====&lt;br /&gt;
&lt;br /&gt;
* GEOMETRY&lt;br /&gt;
**&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*** [https://www.youtube.com/watch?v=ic7bbGMNP_U/ What are Attributes? - Speedy Houdini]&lt;br /&gt;
*** [https://www.youtube.com/watch?v=oS6qiB_ukwI&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=3/ Attributes In Our Geo Stream / Entagma]&lt;br /&gt;
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**&#039;&#039;&#039;Vectors&#039;&#039;&#039;: [https://www.youtube.com/watch?v=H9U4DzjUB-U/ What are Vectors? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Voxels&#039;&#039;&#039;: [https://www.youtube.com/watch?v=dSDuR-45W6Y/  What are Voxels? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Normals&#039;&#039;&#039;: [https://www.youtube.com/watch?v=hkTjreiookM&amp;amp;t=1s/ 3D Basics - What are Normals?]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Mesh&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Watertight:&#039;&#039;&#039; &lt;br /&gt;
****A term used to describe topological properties of a 3D mesh or surface. A mesh is considered watertight if it has no gaps, holes, or missing triangles (faces). In other words, it is a continuous, unbroken surface that would prevent water from seeping through. This property is essential for 3D printing, computer-aided design (CAD), and other applications where a solid, enclosed volume is required.&lt;br /&gt;
***&#039;&#039;&#039;Manifold:&#039;&#039;&#039; A mesh is considered manifold if it satisfies two conditions:&lt;br /&gt;
**** 1. Each edge is incident to only one or two faces. This ensures that edges are properly connected to the surrounding faces.&lt;br /&gt;
**** 2. The faces incident to a vertex form a closed or open fan. This means that the faces attached to a vertex can be continuously deformed into a disk (closed fan) or a cone (open fan) without tearing or stretching the mesh.&lt;br /&gt;
&lt;br /&gt;
* WORK AREAS:&lt;br /&gt;
** &#039;&#039;&#039;Modelling&#039;&#039;&#039;&lt;br /&gt;
*** Creating the 3D shape and structure of objects, characters, or environments using digital sculpting or polygon/mesh manipulation tools.&lt;br /&gt;
** &#039;&#039;&#039;Texturing /Shading&#039;&#039;&#039;&lt;br /&gt;
***Texturing/Shading: Applying surface details, colors, patterns, and material properties to make 3D models look realistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Rigging&#039;&#039;&#039;&lt;br /&gt;
***Building a digital skeleton inside a 3D character or object that allows it to be moved and deformed for animation.&lt;br /&gt;
*** [https://www.youtube.com/watch?v=3RSwjZLClRc 3D Rigging is Beautiful, Here&#039;s How It Works! by Doodley]&lt;br /&gt;
**&#039;&#039;&#039;Animating&#039;&#039;&#039;&lt;br /&gt;
***Bringing characters and objects to life by creating movement, defining how they act and interact over time.&lt;br /&gt;
**&#039;&#039;&#039;Lookdev /Layout/ Staging&#039;&#039;&#039;&lt;br /&gt;
*** Designing the visual composition, lighting, camera placement, and overall aesthetic feel of a 3D scene.&lt;br /&gt;
**&#039;&#039;&#039;Rendering&#039;&#039;&#039;&lt;br /&gt;
*** The final process of converting 3D scene data into a 2D image or animation sequence, calculating how light, materials, textures, and camera settings interact to produce the ultimate visual output that looks photorealistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Pipeline&#039;&#039;&#039;&lt;br /&gt;
***The systematic workflow and technical process of moving a 3D project through different production stages from concept to final render.&lt;br /&gt;
**&#039;&#039;&#039;Physics Simulation&#039;&#039;&#039;&lt;br /&gt;
***Using mathematical algorithms to realistically simulate natural behaviors like gravity, cloth movement, fluid dynamics, and object interactions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====More advanced (code based) Terminology====&lt;br /&gt;
**&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
***An integer is a whole number, either positive, negative, or zero, without a fractional part, and can be represented as …, -3, -2, -1, 0, 1, 2, 3, … in the set of integers (Z).&lt;br /&gt;
**&#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
***Float in coding refers to a fundamental data type used to represent numeric values with decimal points, allowing for the storage and manipulation of fractional numbers, such as 1.23, 87.425, or 9039454.2, in programming languages like C, C++, C#, and others. &lt;br /&gt;
***&#039;&#039;In 3D graphics, floats are often used to store coordinates, vectors, and other numerical values with decimal precision, enabling accurate calculations and transformations of 3D objects.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
***In coding, a string is a sequence of characters, such as letters, digits, or symbols, stored as a single data type, often used to represent human-readable text, and can be implemented as a fixed-length array or a dynamic buffer with varying lengths, depending on the programming language and its libraries. &lt;br /&gt;
***&#039;&#039;In 3D, a string can refer to a sequence of connected vertices or control points that define a curve or surface, used to model complex shapes and geometries in computer-aided design (CAD) systems, computer-generated imagery (CGI), and 3D modeling software.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot Product&#039;&#039;&#039;&lt;br /&gt;
***In coding, the dot product (also known as scalar product) is a mathematical operation that computes the sum of the products of corresponding elements (components) of two vectors, resulting in a scalar value representing the magnitude and direction of their alignment. &lt;br /&gt;
***[https://www.youtube.com/watch?v=YiAtM4EpQ4U&amp;amp;t=210s/ Essential TD Skills: Designing &amp;amp; Implementing Algorithms] &#039;&#039;starting from 03:30&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Vector Normalization&#039;&#039;&#039;&lt;br /&gt;
***Scaling a vector to have a magnitude of 1, while preserving its direction. Normalizing vectors is essential for consistent lighting and shading calculations. It ensures that vectors used in calculations, such as dot products and cross products, have a standardized length, allowing for accurate and predictable results.&lt;br /&gt;
** &#039;&#039;&#039;Quaternions&#039;&#039;&#039;&lt;br /&gt;
*** Quaternions in computer graphics are used to represent three-dimensional rotations efficiently, providing advantages over traditional Euler angles and enabling smooth interpolation between orientations.&lt;br /&gt;
***[https://www.youtube.com/watch?v=bKd2lPjl92c How to use Quaternions (Video from Positive Altitude)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Material/Shader/Texture Terminology====&lt;br /&gt;
*&#039;&#039;&#039;Core Material Properties&#039;&#039;&#039;&lt;br /&gt;
**Base Color: The fundamental color of the material, often a simple texture or flat color.&lt;br /&gt;
**Albedo: Similar to base color but excludes shadow and lighting data for physically accurate rendering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reflectivity and Surface Interaction&#039;&#039;&#039;&lt;br /&gt;
**Metalness (Metallic): Defines whether a surface behaves like metal (high reflectivity and color-tinted reflections) or a non-metal (dielectric).&lt;br /&gt;
**Specular: Controls the intensity and sharpness of reflections for non-metal materials.&lt;br /&gt;
**Roughness: Defines how smooth or rough a surface is, affecting how sharp or diffuse reflections appear.&lt;br /&gt;
**Sheen: Adds a soft, fabric-like glow to the edges of a material, often used for materials like velvet or satin.&lt;br /&gt;
**Glossiness: Often the inverse of roughness, controlling the clarity of reflections.&lt;br /&gt;
**Anisotropy: Controls the directional stretching of reflections, commonly seen in materials like brushed metal, hair, or textiles.&lt;br /&gt;
**BRDF (Bidirectional Reflectance Distribution Function): Describes how light reflects off a surface based on angles of incidence and reflection.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lighting and Special Effects&#039;&#039;&#039;&lt;br /&gt;
**Emission: Makes the material emit light, creating glowing effects independent of scene lighting.&lt;br /&gt;
**Opacity: Controls the visibility of an object; lower values make it transparent.&lt;br /&gt;
**Transparency: A broader term for allowing light to pass through a surface, often combined with refraction effects.&lt;br /&gt;
**Transmission: Specifies how much light passes through a material, commonly used for glass or liquids.&lt;br /&gt;
**Refraction: Simulates light bending as it passes through transparent objects.&lt;br /&gt;
**IOR (Index of Refraction): Determines the degree of light bending for transparent materials (e.g., glass, water, diamonds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surface Detail&#039;&#039;&#039;&lt;br /&gt;
**Normal Map: Adds fine surface details (like bumps or grooves) by altering surface normals without changing geometry.&lt;br /&gt;
**Bump Map: A grayscale texture for simulating surface details by modifying the apparent height of surface features.&lt;br /&gt;
**Height Map (Displacement Map): Represents elevation data to physically modify the geometry of a surface for greater realism.&lt;br /&gt;
**Ambient Occlusion (AO): Simulates soft shadows in crevices and corners where light is occluded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Texture and Mapping Techniques&#039;&#039;&#039;&lt;br /&gt;
**UV Mapping: A method of projecting a 2D texture onto a 3D object by unwrapping its geometry.&lt;br /&gt;
**Tiling: Repeating a texture across a surface for consistent coverage.&lt;br /&gt;
**Projection Mapping: Applying textures based on a 3D projection (e.g., spherical, planar).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Material Concepts&#039;&#039;&#039;&lt;br /&gt;
**PBR (Physically Based Rendering): A shading workflow for creating realistic materials by simulating how light interacts with surfaces in the real world.&lt;br /&gt;
**Subsurface Scattering (SSS): Simulates light penetration and scattering beneath the surface, used for materials like skin, wax, and marble.&lt;br /&gt;
**Environment Map: A 360° image that simulates lighting and reflections from an environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;3D Scanning&#039;&#039;&#039; ===&lt;br /&gt;
Scanning in computer graphics is usually used to create a digital clone of a real-world object, which can be just the geometry/mesh, or include additional colour data in the scanned points, or even be turned into a texture for traditional use in game and video environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scanning is a skill similar to operating a film camera. No amount of expensive equipment can give you a perfect result if it is not operated correctly and scanning results can vary drastically depending on your preparation, experience and skill level. If you are looking for a beginner&#039;s solution to get a nice looking digital object quickly, we would always recommend using a mobile phone scanning app as these are designed for beginners.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Equipment for Scanning:&#039;&#039;&#039;====&lt;br /&gt;
* Laserscanner for large areas, architecture, etc.: Leica BLK360 G1&lt;br /&gt;
** For a general introduction to Leica, Cyclone FIELD 360 app, and creating 3D mesh or Pointcloud, go to [[Introduction to Leica BLK-360 G1]] &lt;br /&gt;
* Handheld scanner for very detailed replicas of smaller objects: [https://www.artec3d.com/de/portable-3d-scanners/artec-eva Artec Eva]&lt;br /&gt;
*Scanning with a Phone/Iphone/Ipad&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Photogrammetry&#039;&#039;&#039;====&lt;br /&gt;
*Taking Pictures &lt;br /&gt;
** [https://www.youtube.com/watch?v=B5hBBFM2I_w&amp;amp;t=127 Very nice introduction to the photogrammetry process in this video by William Faucher]&lt;br /&gt;
** [https://will_faucher.artstation.com/projects/aGoby0 RealityCapture to UE5 - Workflow Tutorial]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/courses/1Xd/unreal-engine-capturing-reality-community-highlight-reality-capture-tutorials/dB34/capturing-reality-realitycapture-making-3d-models-with-your-smartphone RealityCapture: Making 3D Models with your smartphone]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/tutorials/EPrj/capturing-reality-realityscan-turntable Short introduction for using turntable ]&lt;br /&gt;
*Reality Capture/Scan&lt;br /&gt;
** A software (among other software that can do the same) that can turn images and videos it uses the frames as images into 3D models by calculating different perspectives. Also possible to mix with laser scanned data and improve your models measurements or the other way around, improve your laser scans texture by adding some higher res images. Only runs on Windows machines not Mac(All PCs at the lab have the most current version installed).&lt;br /&gt;
*** [https://www.capturingreality.com/sample-datasets Example Files and Datasets for testing]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Splatting/Neural radiance fields : NeRFs&#039;&#039;&#039;====&lt;br /&gt;
*[https://developer.nvidia.com/blog/getting-started-with-nvidia-instant-nerfs/ Getting Started with NVIDIA Instant NeRFs NVIDIA Technical Blog]&lt;br /&gt;
*[https://docs.nerf.studio/ Nerfstudio] (use on linux if you can)&lt;br /&gt;
*[https://github.com/Anttwo/SuGaR [CVPR 2024&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Official PyTorch implementation of SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering]&lt;br /&gt;
*[https://scaniverse.com/news/scaniverse-introduces-support-for-3d-gaussian-splatting Scaniverse 3D Gaussian splatting]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *Using photogrammetry images for texturing laser scans--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;App examples for scanning with a phone:&#039;&#039;&#039;====&lt;br /&gt;
* [https://scaniverse.com/ Scaniverse ]&lt;br /&gt;
* [https://www.unrealengine.com/de/realityscan RealityScan]&lt;br /&gt;
*[https://apps.apple.com/us/app/kiri-engine-3d-scanner-lidar/id1577127142 Kiri Engine]&lt;br /&gt;
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=== &#039;&#039;&#039;CG Lab Software&#039;&#039;&#039;===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
==== &#039;&#039;&#039;Brave Browser&#039;&#039;&#039; ====&lt;br /&gt;
We are sometimes approached by students who are frustrated by the clutter on the internet, especially when they are trying to concentrate and learn, so we decided to mention it here again. [https://brave.com/ Brave] is installed on all the computers in the lab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3D SOFTWARE&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Blender&#039;&#039;&#039; ====&lt;br /&gt;
Very powerful DCC and there are a lot of resources available for online learning. There is a lot of development going on and new versions are being released all the time. This is really cool for getting new features fast. Just watch out for stability. But usually it is possible to open very old projects in the latest version!&lt;br /&gt;
Some parts of Blender may be outdated/buggy because they have not been looked at for a long time. This is normal, but can be hard to spot for beginners.&lt;br /&gt;
&lt;br /&gt;
Blender comes now with procedural modeling:  Geometry Nodes. It is a great way to understand the basics and node based/non-destructive working style. &lt;br /&gt;
&lt;br /&gt;
No licensing required for Blender. Yei!  Lots of free and paid plugin options (be careful, can be a rabbit hole you might not want/need to go down to complete your task/project).&lt;br /&gt;
&lt;br /&gt;
Additionally, blender includes great compositing tools (especially camera tracking results can be impressive).&lt;br /&gt;
&lt;br /&gt;
Amazing 2D/3D Animation Tool Called Grease Pencil!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Blender Quick Start:&#039;&#039;&#039;&lt;br /&gt;
**If you are looking for a great tutorial series to learn Blender from we recommend this one:&lt;br /&gt;
***[https://www.youtube.com/watch?v=e-fetDXDXX8&amp;amp;list=PLgO2ChD7acqH5S3fCO1GbAJC55NeVaCCp 7 part Blender tutorial for complete beginners]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blender Gotchas&#039;&#039;&#039;&lt;br /&gt;
** Blender is awesome for sure, in some cases some things might not always behave as you would expect, so here we want to collect some common settings etc. that might get you into trouble.&lt;br /&gt;
***&#039;&#039;&#039;Preferences Cycles Render Device:&#039;&#039;&#039;&lt;br /&gt;
**** It can happen, that blender defaults to &amp;quot;None&amp;quot; in the Preferences/System/Cycles Render Device. If you would like a GPU to be used you might want to change this to &amp;quot;CUDA&amp;quot; or &amp;quot;Optix&amp;quot; for example. Only if this is set, rendering will be done by the GPU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Blender Pipeline&#039;&#039;&#039; =====&lt;br /&gt;
Daniel Bystedt did an amazing talk on a small studio or one person pipeline for working in Blender in 2019. Of course blender has changed alot since that but we believe you should still watch and learn from his approach how to deal with data in blender. &lt;br /&gt;
The video of this 30 min presentation is this:&lt;br /&gt;
* [https://www.youtube.com/watch?v=Nuoe9h9jQxA/ Creating blender demos glowing tigers and tortured creatures]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Modelling Techniques in Blender&#039;&#039;&#039; =====&lt;br /&gt;
====== &#039;&#039;&#039;Sculpting&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Hard Surface&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Geometry Nodes&#039;&#039;&#039; ======&lt;br /&gt;
*[https://www.youtube.com/@JunichiroHorikawa/playlists Video on Getting Started with Geometry Nodes in Blender 3.0 for Beginners by Junichiro Horikawa]&lt;br /&gt;
*[https://www.youtube.com/watch?v=HFnNpn5Ym4Y Make A Cactus In Blender with Geometry Nodes [Full Course&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Shader/Texture Baking&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=SDqpnfTRtIU How to Bake textures under 3 minutes in Blender Beginner Tutorial]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rigging&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=DDeB4tDVCGY Rigging for impatient people by Joey Carlino (note the top comment on posing from Blender 4.0 on)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=Y2SWwZmwrwM &amp;quot;How to Rig ANYTHING in Blender!&amp;quot; bit more detailed video tutorial by SharpWind]&lt;br /&gt;
*[https://www.youtube.com/watch?v=jIwrswJEFBQ Easy Way To Rig by richstubbsanimation]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rendering&#039;&#039;&#039; =====&lt;br /&gt;
*Preparation and Optimisation&lt;br /&gt;
** Rendering times depend heavily on the way your data flow is set up and optimised. Please refer to this video from Blender Guru for a nice overview on what to look out for: [https://www.youtube.com/watch?v=kIW648Cfo18 Blender Guru Video: 10 Easy Ways to Render Faster in Blender]&lt;br /&gt;
*Cycles&lt;br /&gt;
** Very powerful GPU/CPU Physical render engine. You will probably not need more for 99% of projects if you are looking for “photorealistic” light bouncing aesthetics.&lt;br /&gt;
*Eevee&lt;br /&gt;
** “Realtime” render engine inside blender&lt;br /&gt;
** Great lookdev tool (though with most decent machines you can use cycles with denoise and low samples very well already for that and get better previs)&lt;br /&gt;
** Similar to game engine texture and light calculations (similar pros and cons).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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==== &#039;&#039;&#039;Houdini&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Behaves usually as you expect it to.&#039;&#039; &lt;br /&gt;
Our current tool of choice. Mainly because of reliability and power.&lt;br /&gt;
&lt;br /&gt;
After using its preset nodes/tools and feeling comfortable with the style of working, it is possible to create your custom tools or get more into coding/TD (technical director) work style.  &lt;br /&gt;
&lt;br /&gt;
Working in houdini will teach you fundamental skills for any 3d/cg work or tool. The educational version, with no technical restrictions for non-commercial work, is available in the CG lab and on the entire KHM intranet. &lt;br /&gt;
&lt;br /&gt;
The apprentice version can be installed on your personal computers with all functions except rendering and exporting. You can render/edit your projects on lab computers and within the KHM intranet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;User Interface (UI) Tips&#039;&#039;&#039;&lt;br /&gt;
** Follow this link for great tips: [https://tokeru.com/cgwiki/HoudiniUserInterfaceTips.html UI Tips from CGWIKI]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Houdini Quick Start:&#039;&#039;&#039;&lt;br /&gt;
** Follow this amazing Entagma series of tutorials if you want to learn the basics of Houdini quickly and well. It is from 2020, but still very helpful:&lt;br /&gt;
*** [https://www.youtube.com/watch?v=t17WRxHRih8&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=1 Houdini In Five Minutes 01: Houdini&#039;s Contexts]&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Common Attributes Cheat Sheet&#039;&#039;&#039;=====&lt;br /&gt;
&#039;&#039;stole this overview from nine between&#039;s video on yt: &amp;quot;What are Attributes? - Speedy Houdini&amp;quot; min 1.32&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*@P - position&lt;br /&gt;
*@Cd - color&lt;br /&gt;
*@N - normal direction&lt;br /&gt;
*@pscale - uniform scale&lt;br /&gt;
*@scale - scale vector&lt;br /&gt;
*@up - axis to align to Y&lt;br /&gt;
*@id - a unique identifier (could be a bundle of points/verts/prims etc. that you define)&lt;br /&gt;
*@name - an identifier&lt;br /&gt;
*@v - velocity&lt;br /&gt;
*@force - a force to apply&lt;br /&gt;
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=====&#039;&#039;&#039;Geometry Network (Surface Operators/SOPs)&#039;&#039;&#039;=====&lt;br /&gt;
The geometry network environment is a visual programming system where you can create and manipulate 3D geometry using a network of nodes, each representing a specific operation or function. These nodes, such as Geometry, Curve, and Point, are connected to form a flowchart-like structure, allowing you to define complex geometry transformations, attributions, and relationships between different parts of the model. The network can be thought of as a recipe, where each node contributes a specific step in the processing of the geometry, and the output of one node becomes the input for the next, enabling the creation of intricate and detailed 3D models. Within this environment, beginners can start by building simple shapes and primitives, such as cubes and spheres, and gradually move on to more complex tasks like extruding curves, scattering points, and manipulating attributes, all while utilizing Houdini’s visual feedback and debugging tools to refine your creations.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Manual &amp;quot;intuitive&amp;quot; Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
*To be clear, Houdini is not known for the common hard surface modelling style you see in most tutorials out there, which mainly use Blender to model a 3D shape very quickly and mainly by grabbing parts of your base geometry and extruding and transforming/expanding them step by step.These days though, we find a similar style of modelling in Houdini as much improved and can be a lot of fun, while retaining most of Houdinis powerful procedural style. We totally understand many cases where you just want to jump into the DCC you feel comfortable with modelling like Blender, C4D etc and we strongly believe in using many different tools for CG. But if you are curious, we would recommend anyone starting with 3D or Houdini to explore the viewport style modelling in Houdini, especially in conjunction with the VDB and remeshing tools. We find this way of modelling to be very useful and even a lot of fun for many use cases. &lt;br /&gt;
** This video example by Simon Houdini (from 2020) is a good starting point that we would recommend: [https://www.youtube.com/watch?v=L-CwpmOjR_s Knife modeling Basic || Houdini Tutorial]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Procedural Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
Let&#039;s get to where Houdini shines. As mentioned above, modelling in the network by creating recipe-like node systems that can react quickly and flexibly to changes is what brings us a lot of fun in creating computer generated geometry. &lt;br /&gt;
&lt;br /&gt;
We recommend this video example from Entagma for a quick start: [https://www.youtube.com/watch?v=NYIqDpnQrXI Procedurally Modeling A Raspberry]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scattering&#039;&#039;&#039;&lt;br /&gt;
**[https://www.youtube.com/watch?v=P_qmfyW--Ws&amp;amp;t=1516s Houdini Illume: Controlled Scattering Video Tutorial]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;UV Unwrapping&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
Unwrapping is the process of turning the surface of your 3d model into a 2d representation. So that you can texture it and e.g. bring it into a game engine or simply export your model. Copernicus needs UV Maps for making Shaders!&lt;br /&gt;
&lt;br /&gt;
* This excellent video by Simon Houdini explains the basics of the process in houdini perfectly:&lt;br /&gt;
** [https://www.youtube.com/watch?v=VNX9Qf6a5hs Houdini Unwrapping Techniques: The Basics]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;&#039;Terrain&#039;&#039;&#039;======&lt;br /&gt;
* Quick note on [https://www.sidefx.com/docs/houdini/model/terrain_workflow.html terrain] in houdini:&lt;br /&gt;
**&#039;&#039;Height fields are volumes in houdini. That&#039;s awesome because volumes can be manipulated much faster than a regular mesh consisting of polygons. Therefore your model can be very big and complex while not costing so much until you turn it into a mesh. So, while working on a terrain, before exporting it into a mesh, you will be able to use all logic that applies to any volume modeling technique (VDB SDF etc.).&lt;br /&gt;
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=====&#039;&#039;&#039;Rigging / KineFX / APEX / Character FX /&#039;&#039;&#039;=====&lt;br /&gt;
* [OLDSCHOOL] &#039;&#039;&#039;Kinefx / Character FX video links:&#039;&#039;&#039;&lt;br /&gt;
**[https://www.sidefx.com/tutorials/foundations-rig-fur-dude-with-kinefx/ Foundations Rig Fur Dude with KineFX SideFX]&lt;br /&gt;
**[https://tokeru.com/cgwiki/HoudiniKinefx.html Kinefx - Houdini and CG tips]&lt;br /&gt;
**[https://www.youtube.com/watch?v=KzH18TvHmCE Why Rig in Houdini? Houdini Rigging Webinar]&lt;br /&gt;
**[https://www.youtube.com/watch?v=cxs7BTTHCH8&amp;amp;t=1s Handy RIGGING &amp;amp; ANIMATION Tricks in Houdini using KineFX]&lt;br /&gt;
&lt;br /&gt;
* [NEWER/FASTER] &#039;&#039;&#039;APEX Rigging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Want to learn what APEX in Houdini currently is? Check our this overview: *[https://www.tokeru.com/cgwiki/HoudiniApex.html Apex Overview by Matt Estela]&lt;br /&gt;
&lt;br /&gt;
**[https://www.youtube.com/watch?v=Rmx17u80wEE Video Tutorial APEX - Ep.02: Rigging a Character by Entagma]&lt;br /&gt;
**[https://www.youtube.com/watch?v=sv8fVcgKB5o Character Rigging in Houdini 20.5 | FULL BIPED APEX RIG Video Tutorial by Max Rose]&lt;br /&gt;
**[https://www.sidefx.com/tutorials/kinefx-rigging-with-apex-1/ KINEFX RIGGING WITH APEX]&lt;br /&gt;
**[https://www.youtube.com/watch?v=U9-e5p0j7so apex overview video by matt estela]&lt;br /&gt;
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=====&#039;&#039;&#039; Copernicus/COPs/Materials&#039;&#039;&#039;=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; !!! Houdini 20.5 ships with Copernicus as BETA. There may be some problems, especially on Macbooks, where the viewport does not update. Be aware of this! You can try restarting Houdini and/or going to Labs/Refresh Viewport. !!!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Copernicus environment, also known as COP, is a 2D and 3D GPU image processing framework that enables real-time image manipulation within a 3D space. This framework consists of COP nodes, which provide a unique node body with a preview thumbnail, and can be wired together to control the flow of layer and geometry data. COP nodes fully interoperate with Surface Operators (SOPs), allowing seamless integration between 2D and 3D workflows, and can export results as images or volumes. The default image space ranges from -1 to 1, preserving the pixel aspect ratio, and texture space ranges from 0 to 1 across the data window and buffer space, useful for mapping textures. As of Houdini 20.5, Copernicus nodes are recommended instead of Compositing nodes, with the Compositing network now designated as COP Network - Old.&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-organic-textures/ How To Create Organic Textures / Video Tutorial Sidefx]&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-tile-based-textures/ How To Create Tile Based Textures / Video Tutorial Sidefx]&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=dn5zNrH_cFQ Solve visible seams problem in COPs: Houdini 20.5 - Rasterize attributes using VEX in COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=9xZFu2XJTBA/ Terrain COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=hsQZD2CxwAE7 UDIMS in COPs]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=c1jupIDfQ_I Decals in Copernicus]&lt;br /&gt;
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=====&#039;&#039;&#039;Solaris Environment&#039;&#039;&#039;=====&lt;br /&gt;
Solaris is an Environment for look development, layout, and lighting tools that utilizes Universal Scene Description (USD) at its core, allowing you to create complex scenes comprising multiple assets within a single graph. This environment enables you to efficiently manage and organize assets, variants, and physical editing, streamlining the workflow for tasks such as setting up lighting, cameras, and materials. Solaris integrates seamlessly with Houdini’s existing tools and nodes, providing a unified platform for you to work on scene assembly, layout, and lighting, while also supporting collaboration and data exchange with other software applications. As a beginner, you can leverage Solaris in Houdini to create and manipulate scenes, manage assets, and set up lighting and cameras, all within a cohesive environment.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Material Linker&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
The Material Linker Node is the easiest way to add Materials to imported Geometry in LOPS.&lt;br /&gt;
Check out this short video for a perfect explanation what you can do with it and how to use it:&lt;br /&gt;
*[https://www.youtube.com/watch?v=_KTBWtGu79s Material Linker Video Explanation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;KARMA Rendering&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/docs/houdini/news/20/karma.html What’s new Karma Houdini 20]&lt;br /&gt;
*[https://www.youtube.com/watch?v=4bYLqimlTr8  Entagma Video: New In Houdini 20: Karma - Physical Sky, Thin Walled Transmission, Material Linker And More]&lt;br /&gt;
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=====&#039;&#039;&#039;VOPs&#039;&#039;&#039;=====&lt;br /&gt;
*Node based visual coding system. As fast and powerful as VEX but no actual coding needed.&lt;br /&gt;
*Same performance as VEX. If you are not a person familiar with code we always recommend learning VOP’s before VEX!&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;VEX&#039;&#039;&#039;=====&lt;br /&gt;
*Coding language inside Houdini. Very powerful because it is fast and most of the time cheap on computing power. TIPP:  Not that suitable for Noise (VOPs are just more intuitive way for using that)&lt;br /&gt;
*Attributes cheat sheet:&lt;br /&gt;
** [https://wiki.johnkunz.com/index.php?title=VEX_Attribute_Glossary VEX Attribute Glossary - kunz]&lt;br /&gt;
*VEX video links:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bR0V4bADRxY Creating Geometry With VEX]&lt;br /&gt;
**[https://www.youtube.com/watch?feature=shared&amp;amp;v=2jg0lTHf1ss Procedural Subdivision Lines - Creating Control Curves]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Plugins&#039;&#039;&#039;=====&lt;br /&gt;
*MOPs&lt;br /&gt;
**[https://www.motionoperators.com/ Motion Operators for Houdini]&lt;br /&gt;
*MLOPs&lt;br /&gt;
**[https://www.sidefx.com/tutorials/introducing-mlops-machine-learning-operators/ MLOPS Introducing Machine Learning Operators SideFX]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Machine Learning&#039;&#039;&#039;=====&lt;br /&gt;
Houdini provides a platform for machine learning (ML) that supports synthetic data generation, preprocessing, training models, exporting trained models, and deploying trained models. &lt;br /&gt;
&lt;br /&gt;
* ML Deformer Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-deformer/ here]&lt;br /&gt;
* ML Terrain Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-terrain/ here]&lt;br /&gt;
* [https://www.sidefx.com/docs/houdini/nodes/sop/onnx.html ONNX Inference geometry node Sidefx Documentation Link]&lt;br /&gt;
* [https://www.youtube.com/watch?v=aCAatiY53s8 Entagma Video on Machine Learning with ONNX in Houdini 20]&lt;br /&gt;
* Machine Learning Operators Plugin (got to: Plugins/MLOPs)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039; Channel Operators CHOPS &#039;&#039;&#039; =====&lt;br /&gt;
Channel operators, or CHOPs, are tools in Houdini used for creating and manipulating channel data, which includes animation curves and other time-varying information. Its a great way to controll visuals with an audio signal similar to e.g. touchdesigner.&lt;br /&gt;
*[https://www.youtube.com/watch?v=qwnIPazdeZY Video Tutorial for Audio Driven Animation - Houdini 18 by VoxelFX]&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
===== &#039;&#039;&#039; More Houdini online resources&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.tokeru.com/cgwiki/Houdini.html CGWiki tokeru]&lt;br /&gt;
*[https://www.sidefx.com/learn-main-menu/start-here/ Sidefx Learn]&lt;br /&gt;
*[https://entagma.com/ Entagma]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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==== &#039;&#039;&#039;Unreal Engine&#039;&#039;&#039; ====&lt;br /&gt;
Very realistic looking (outdoor) light and material rendering engine for real-time and very fast rendering. Usually used with imported geometry from other programs (Blender, Houdini etc.), but has the potential to create worlds, animations and simulations inside.&lt;br /&gt;
* &#039;&#039;&#039;Shuree has prepared a lot of information for you at the [[Unreal Club|Engine Club site]]. Check it out!&#039;&#039;&#039;&lt;br /&gt;
** [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners Documentation For Complete Beginners]&lt;br /&gt;
=====&#039;&#039;&#039;Version Control&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.anchorpoint.app/ Anchorpoint App]&lt;br /&gt;
=====&#039;&#039;&#039;Unreal Multi-GPU Setup&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.youtube.com/watch?v=Io6oSCYkLg0  Multi-GPU Tutorial in Unreal Engine! By Alex Pearce]&lt;br /&gt;
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=== &#039;&#039;&#039;CG/3D Production Pipeline And File Formats&#039;&#039;&#039; ===&lt;br /&gt;
==== USD (Universal Scene Description)====&lt;br /&gt;
&lt;br /&gt;
Pixar USD is an open-source framework and file format that enables non-destructive collaboration and data exchange between multiple 3D applications and departments, allowing artists to work together on complex scenes and projects without losing data or compromising their work.&lt;br /&gt;
&lt;br /&gt;
*[https://openusd.org/release/intro.html Introduction to USD]&lt;br /&gt;
*[https://openusd.org/release/glossary.html USD Terminology]&lt;br /&gt;
*[https://tokeru.com/cgwiki/UsdGuide.html#table-of-contents cgwiki/UsdGuide]&lt;br /&gt;
&lt;br /&gt;
* Video presentation on the current state of USD for small teams/freelancers as a pipeline tool:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bwkCfp6G-F8/ USD and Solaris in a Real-time Pipeline for Indie Studios and Freelancers| Paul Booth]&lt;br /&gt;
* Long presentation on a bigger production and their experience with USD:&lt;br /&gt;
** [https://www.youtube.com/watch?v=L9pMvbET7YU LOPs of love from the USD pipeline at Rebellion]&lt;br /&gt;
*Complete videoguide on USD for Houdini/Solaris:&lt;br /&gt;
**[https://www.youtube.com/watch?v=cE-Bbdspu_8&amp;amp;t=2746s 3D USD Masterclass: Scene Assembly and Rendering / Nine Between]&lt;br /&gt;
&lt;br /&gt;
==== GLTF/GLB ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The core of [https://www.khronos.org/gltf/ glTF] is a JSON file that describes the structure and composition of a scene containing 3D models, which can be stored in a single binary glTF file (.glb). The top-level elements of the file include: Scenes and nodes, cameras, meshes, buffers, materials, textures, skins and animations.&lt;br /&gt;
&lt;br /&gt;
In 2022 glTF 2.0 was released as the ISO/IEC 12113:2022 International standard, recognizing glTF&#039;s global position as a 3D asset format.&amp;quot;&lt;br /&gt;
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=== &#039;&#039;&#039;3D Animation&#039;&#039;&#039; ===&lt;br /&gt;
==== Keyframe Animation ====&lt;br /&gt;
A Keyframe is simply a marker of time that stores the value of a property.&amp;lt;ref&amp;gt;[https://docs.blender.org/manual/en/latest/animation/keyframes/introduction.html]&amp;lt;/ref&amp;gt; Keyframing is the recording of a parameter’s value at a specific moment in time, advancing the time, then recording the value again.&amp;lt;ref&amp;gt;[https://help.autodesk.com/view/MOBPRO/2025/ENU/?guid=GUID-7E4641AA-9D59-4DB5-9A19-19D2D1A83718]&amp;lt;/ref&amp;gt; Animation consists of frames, a series of drawings, renderings, or photos that, when played back at high speed, are interpreted by the human eye as continuous movement. The concept is the same as that of filmed movies, where individual images on a film strip are played back at high speed to create the illusion of motion.&amp;lt;ref&amp;gt;[https://www.unrealengine.com/en-US/explainers/animation/how-to-do-keyframe-animation-in-unreal-engine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
=====Terminology related to keyframe animation=====&lt;br /&gt;
*Interpolation (sometimes called tweening or easing) determines how values change between keyframes or sampled data points.&lt;br /&gt;
** Linear Interpolation (LERP)&lt;br /&gt;
***Changes happen at a constant rate between keyframes.&lt;br /&gt;
***Produces steady motion but can feel mechanical or abrupt.&lt;br /&gt;
**Step (or Constant) Interpolation&lt;br /&gt;
***The value jumps directly at the keyframe, with no transition in between.&lt;br /&gt;
***Useful for hold poses, sudden switches, or non-continuous data (like game states).&lt;br /&gt;
**Bezier / Spline Interpolation (e.g., Cubic, Hermite, Catmull–Rom, B-splines)&lt;br /&gt;
***Curved interpolation controlled by tangents or handles.&lt;br /&gt;
***Produces smooth, natural-looking animation.&lt;br /&gt;
***Most DCC tools (Blender, Maya, 3ds Max) use Bezier splines by default for keyframes.&lt;br /&gt;
**Ease In / Ease Out (Easing Curves)&lt;br /&gt;
***Specialized splines where motion gradually accelerates (ease in) or decelerates (ease out).&lt;br /&gt;
***Makes movement feel more organic and less robotic.&lt;br /&gt;
**Spherical Linear Interpolation (SLERP)&lt;br /&gt;
***Used for rotations represented by quaternions.&lt;br /&gt;
***Ensures smooth rotation without distortions or gimbal lock.&lt;br /&gt;
***Very common in games and mocap retargeting.&lt;br /&gt;
**Extrapolation&lt;br /&gt;
***How motion continues beyond the first/last keyframe (constant, linear, cyclic)&lt;br /&gt;
&lt;br /&gt;
==== Procedural Animation ====&lt;br /&gt;
Procedural animation is based on algorithms and rules, rather than pre-defined keyframes. For example, Houdini has a fully procedural system that uses a node-based workflow. Instead of keyframing manually along the timeline, in Houdini, you can use [https://exmediawiki.khm.de/index.php?title=CG_Lab#VEX VEX] expressions or use noise to animate procedurally. Similarly, you can also create procedural animation using Geometry Nodes inside Blender.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Uoi5hil_N08| Houdini Procedural Walker with VEX]&lt;br /&gt;
* [https://www.youtube.com/watch?v=NqdnTXuxn6k| Procedural Animations Using The SOP Solver]&lt;br /&gt;
* [https://www.youtube.com/watch?v=pf3pLSTCmf4| Procedural Animation with Geometry Nodes in Blender]&lt;br /&gt;
* [https://www.youtube.com/@argonautcode| Extra: Procedural animation explained by a programmer]&lt;br /&gt;
&lt;br /&gt;
==== Animating with Motion Capture ====&lt;br /&gt;
==== Animating with other tools ====&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10631</id>
		<title>CG Lab</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10631"/>
		<updated>2025-09-30T13:50:08Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Procedural Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Welcome&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hi there,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki is where we will collect resources for software, workflows and equipment in the CG Lab&#039;&#039;&#039;. Inspired by Matt Estela&#039;s&lt;br /&gt;
one and only [https://tokeru.com/cgwiki/ CG Wiki] but more specific KHM media artists student oriented. The wiki is intended as a quick guide to where to find online resources related to KHM labs and computer graphics seminars.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If something comes up in seminars or in conversation, we will add it here. Don&#039;t expect it to be complete in the near future. It&#039;s meant to give you quick access to information that students often ask for, or that we think is important. If you are missing any information that you would like to see added here, please do not hesitate to contact us via our KHM mail.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you feel you need more information or advice, you can also make an appointment with us or with one of us individually.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, we don&#039;t believe that one software/company/tool is always the best or always right, we just try to give you the best way to work with what we have and know. We are always open to new suggestions and are constantly comparing and testing different tools. If you are in doubt, you can always try the free tool [https://www.blender.org/download/ blender] for almost any cg related task and/or try software in our lab first. We strongly recommend that you only buy software that you are really sure you need and want to use.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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=== &#039;&#039;&#039;CG Terminology&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
There is a certain language used in computer graphics, 3D arts and sciences. We will try to collect here some of the main terms that you will come across in online resources and in everyday use. Some are simple, some are more advanced. To create digital art, you will usually get by without fully understanding all of these concepts. However, we recommend that you look them up. In general it will help you to at least remember that you have heard of something when you come across it. If you are planning to make 3D your main artistic tool, we think you need to have a good understanding of them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SFX&#039;&#039;&#039;&lt;br /&gt;
**Effects that are being done and work on a location or film set&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;VFX&#039;&#039;&#039;&lt;br /&gt;
**Effects post filming and editing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CGI&#039;&#039;&#039;&lt;br /&gt;
**Fully computer generated images&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You can mix sfx,vfx and cgi and it&#039;s being done alot and it&#039;s  often hard to tell what&#039;s what (“invisible” effects).&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI / Machine Learning / Generative AI / Diffusion etc..&#039;&#039;&#039;&lt;br /&gt;
** Much debated etc. you know the drill... You can generate video, 3d models and animation with text or image inputs depending on your hardware, money and skill level train your own datasets and it comes with all the environmental and ethical consequences. Lots of space for experimenting and so far in cg includes like other tools alot of tweaking and fixing technicalities. You can find many different tools for many different tasks online and try them out. And all that while reading [https://discover.khm.de/discovery/fulldisplay?docid=alma990000963650106473&amp;amp;context=L&amp;amp;vid=49HBZ_KHM:VU1&amp;amp;lang=de&amp;amp;search_scope=MyInstitution&amp;amp;adaptor=Local%20Search%20Engine&amp;amp;tab=LibraryCatalog&amp;amp;query=any,contains,atlas%20of%20ai&amp;amp;offset=0 Atlas of AI - Power, Politics, and the Planetary Costs of Artificial Intelligence by Kate Crawford]. What a time to be alive!&lt;br /&gt;
** If you are interested in regard to the current (2025) pipeline and tools at the CG Lab this video might be interesting for you: [https://www.youtube.com/watch?v=UqjHfp927uo Leveraging generative AI for 3D content generation | Moritz Schwind | FMX HIVE 2025] this is specifically about Houdini workflows but most of the topics, workflow experiments and tools discussed are relevant for other worfklows/tools aswell.&lt;br /&gt;
&lt;br /&gt;
====Basic 3D Graphics Terminology:====&lt;br /&gt;
&lt;br /&gt;
* GEOMETRY&lt;br /&gt;
**&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*** [https://www.youtube.com/watch?v=ic7bbGMNP_U/ What are Attributes? - Speedy Houdini]&lt;br /&gt;
*** [https://www.youtube.com/watch?v=oS6qiB_ukwI&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=3/ Attributes In Our Geo Stream / Entagma]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Vectors&#039;&#039;&#039;: [https://www.youtube.com/watch?v=H9U4DzjUB-U/ What are Vectors? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Voxels&#039;&#039;&#039;: [https://www.youtube.com/watch?v=dSDuR-45W6Y/  What are Voxels? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Normals&#039;&#039;&#039;: [https://www.youtube.com/watch?v=hkTjreiookM&amp;amp;t=1s/ 3D Basics - What are Normals?]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Mesh&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Watertight:&#039;&#039;&#039; &lt;br /&gt;
****A term used to describe topological properties of a 3D mesh or surface. A mesh is considered watertight if it has no gaps, holes, or missing triangles (faces). In other words, it is a continuous, unbroken surface that would prevent water from seeping through. This property is essential for 3D printing, computer-aided design (CAD), and other applications where a solid, enclosed volume is required.&lt;br /&gt;
***&#039;&#039;&#039;Manifold:&#039;&#039;&#039; A mesh is considered manifold if it satisfies two conditions:&lt;br /&gt;
**** 1. Each edge is incident to only one or two faces. This ensures that edges are properly connected to the surrounding faces.&lt;br /&gt;
**** 2. The faces incident to a vertex form a closed or open fan. This means that the faces attached to a vertex can be continuously deformed into a disk (closed fan) or a cone (open fan) without tearing or stretching the mesh.&lt;br /&gt;
&lt;br /&gt;
* WORK AREAS:&lt;br /&gt;
** &#039;&#039;&#039;Modelling&#039;&#039;&#039;&lt;br /&gt;
*** Creating the 3D shape and structure of objects, characters, or environments using digital sculpting or polygon/mesh manipulation tools.&lt;br /&gt;
** &#039;&#039;&#039;Texturing /Shading&#039;&#039;&#039;&lt;br /&gt;
***Texturing/Shading: Applying surface details, colors, patterns, and material properties to make 3D models look realistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Rigging&#039;&#039;&#039;&lt;br /&gt;
***Building a digital skeleton inside a 3D character or object that allows it to be moved and deformed for animation.&lt;br /&gt;
*** [https://www.youtube.com/watch?v=3RSwjZLClRc 3D Rigging is Beautiful, Here&#039;s How It Works! by Doodley]&lt;br /&gt;
**&#039;&#039;&#039;Animating&#039;&#039;&#039;&lt;br /&gt;
***Bringing characters and objects to life by creating movement, defining how they act and interact over time.&lt;br /&gt;
**&#039;&#039;&#039;Lookdev /Layout/ Staging&#039;&#039;&#039;&lt;br /&gt;
*** Designing the visual composition, lighting, camera placement, and overall aesthetic feel of a 3D scene.&lt;br /&gt;
**&#039;&#039;&#039;Rendering&#039;&#039;&#039;&lt;br /&gt;
*** The final process of converting 3D scene data into a 2D image or animation sequence, calculating how light, materials, textures, and camera settings interact to produce the ultimate visual output that looks photorealistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Pipeline&#039;&#039;&#039;&lt;br /&gt;
***The systematic workflow and technical process of moving a 3D project through different production stages from concept to final render.&lt;br /&gt;
**&#039;&#039;&#039;Physics Simulation&#039;&#039;&#039;&lt;br /&gt;
***Using mathematical algorithms to realistically simulate natural behaviors like gravity, cloth movement, fluid dynamics, and object interactions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====More advanced (code based) Terminology====&lt;br /&gt;
**&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
***An integer is a whole number, either positive, negative, or zero, without a fractional part, and can be represented as …, -3, -2, -1, 0, 1, 2, 3, … in the set of integers (Z).&lt;br /&gt;
**&#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
***Float in coding refers to a fundamental data type used to represent numeric values with decimal points, allowing for the storage and manipulation of fractional numbers, such as 1.23, 87.425, or 9039454.2, in programming languages like C, C++, C#, and others. &lt;br /&gt;
***&#039;&#039;In 3D graphics, floats are often used to store coordinates, vectors, and other numerical values with decimal precision, enabling accurate calculations and transformations of 3D objects.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
***In coding, a string is a sequence of characters, such as letters, digits, or symbols, stored as a single data type, often used to represent human-readable text, and can be implemented as a fixed-length array or a dynamic buffer with varying lengths, depending on the programming language and its libraries. &lt;br /&gt;
***&#039;&#039;In 3D, a string can refer to a sequence of connected vertices or control points that define a curve or surface, used to model complex shapes and geometries in computer-aided design (CAD) systems, computer-generated imagery (CGI), and 3D modeling software.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot Product&#039;&#039;&#039;&lt;br /&gt;
***In coding, the dot product (also known as scalar product) is a mathematical operation that computes the sum of the products of corresponding elements (components) of two vectors, resulting in a scalar value representing the magnitude and direction of their alignment. &lt;br /&gt;
***[https://www.youtube.com/watch?v=YiAtM4EpQ4U&amp;amp;t=210s/ Essential TD Skills: Designing &amp;amp; Implementing Algorithms] &#039;&#039;starting from 03:30&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Vector Normalization&#039;&#039;&#039;&lt;br /&gt;
***Scaling a vector to have a magnitude of 1, while preserving its direction. Normalizing vectors is essential for consistent lighting and shading calculations. It ensures that vectors used in calculations, such as dot products and cross products, have a standardized length, allowing for accurate and predictable results.&lt;br /&gt;
** &#039;&#039;&#039;Quaternions&#039;&#039;&#039;&lt;br /&gt;
*** Quaternions in computer graphics are used to represent three-dimensional rotations efficiently, providing advantages over traditional Euler angles and enabling smooth interpolation between orientations.&lt;br /&gt;
***[https://www.youtube.com/watch?v=bKd2lPjl92c How to use Quaternions (Video from Positive Altitude)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Material/Shader/Texture Terminology====&lt;br /&gt;
*&#039;&#039;&#039;Core Material Properties&#039;&#039;&#039;&lt;br /&gt;
**Base Color: The fundamental color of the material, often a simple texture or flat color.&lt;br /&gt;
**Albedo: Similar to base color but excludes shadow and lighting data for physically accurate rendering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reflectivity and Surface Interaction&#039;&#039;&#039;&lt;br /&gt;
**Metalness (Metallic): Defines whether a surface behaves like metal (high reflectivity and color-tinted reflections) or a non-metal (dielectric).&lt;br /&gt;
**Specular: Controls the intensity and sharpness of reflections for non-metal materials.&lt;br /&gt;
**Roughness: Defines how smooth or rough a surface is, affecting how sharp or diffuse reflections appear.&lt;br /&gt;
**Sheen: Adds a soft, fabric-like glow to the edges of a material, often used for materials like velvet or satin.&lt;br /&gt;
**Glossiness: Often the inverse of roughness, controlling the clarity of reflections.&lt;br /&gt;
**Anisotropy: Controls the directional stretching of reflections, commonly seen in materials like brushed metal, hair, or textiles.&lt;br /&gt;
**BRDF (Bidirectional Reflectance Distribution Function): Describes how light reflects off a surface based on angles of incidence and reflection.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lighting and Special Effects&#039;&#039;&#039;&lt;br /&gt;
**Emission: Makes the material emit light, creating glowing effects independent of scene lighting.&lt;br /&gt;
**Opacity: Controls the visibility of an object; lower values make it transparent.&lt;br /&gt;
**Transparency: A broader term for allowing light to pass through a surface, often combined with refraction effects.&lt;br /&gt;
**Transmission: Specifies how much light passes through a material, commonly used for glass or liquids.&lt;br /&gt;
**Refraction: Simulates light bending as it passes through transparent objects.&lt;br /&gt;
**IOR (Index of Refraction): Determines the degree of light bending for transparent materials (e.g., glass, water, diamonds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surface Detail&#039;&#039;&#039;&lt;br /&gt;
**Normal Map: Adds fine surface details (like bumps or grooves) by altering surface normals without changing geometry.&lt;br /&gt;
**Bump Map: A grayscale texture for simulating surface details by modifying the apparent height of surface features.&lt;br /&gt;
**Height Map (Displacement Map): Represents elevation data to physically modify the geometry of a surface for greater realism.&lt;br /&gt;
**Ambient Occlusion (AO): Simulates soft shadows in crevices and corners where light is occluded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Texture and Mapping Techniques&#039;&#039;&#039;&lt;br /&gt;
**UV Mapping: A method of projecting a 2D texture onto a 3D object by unwrapping its geometry.&lt;br /&gt;
**Tiling: Repeating a texture across a surface for consistent coverage.&lt;br /&gt;
**Projection Mapping: Applying textures based on a 3D projection (e.g., spherical, planar).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Material Concepts&#039;&#039;&#039;&lt;br /&gt;
**PBR (Physically Based Rendering): A shading workflow for creating realistic materials by simulating how light interacts with surfaces in the real world.&lt;br /&gt;
**Subsurface Scattering (SSS): Simulates light penetration and scattering beneath the surface, used for materials like skin, wax, and marble.&lt;br /&gt;
**Environment Map: A 360° image that simulates lighting and reflections from an environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== &#039;&#039;&#039;3D Scanning&#039;&#039;&#039; ===&lt;br /&gt;
Scanning in computer graphics is usually used to create a digital clone of a real-world object, which can be just the geometry/mesh, or include additional colour data in the scanned points, or even be turned into a texture for traditional use in game and video environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scanning is a skill similar to operating a film camera. No amount of expensive equipment can give you a perfect result if it is not operated correctly and scanning results can vary drastically depending on your preparation, experience and skill level. If you are looking for a beginner&#039;s solution to get a nice looking digital object quickly, we would always recommend using a mobile phone scanning app as these are designed for beginners.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Equipment for Scanning:&#039;&#039;&#039;====&lt;br /&gt;
* Laserscanner for large areas, architecture, etc.: Leica BLK360 G1&lt;br /&gt;
** For a general introduction to Leica, Cyclone FIELD 360 app, and creating 3D mesh or Pointcloud, go to [[Introduction to Leica BLK-360 G1]] &lt;br /&gt;
* Handheld scanner for very detailed replicas of smaller objects: [https://www.artec3d.com/de/portable-3d-scanners/artec-eva Artec Eva]&lt;br /&gt;
*Scanning with a Phone/Iphone/Ipad&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Photogrammetry&#039;&#039;&#039;====&lt;br /&gt;
*Taking Pictures &lt;br /&gt;
** [https://www.youtube.com/watch?v=B5hBBFM2I_w&amp;amp;t=127 Very nice introduction to the photogrammetry process in this video by William Faucher]&lt;br /&gt;
** [https://will_faucher.artstation.com/projects/aGoby0 RealityCapture to UE5 - Workflow Tutorial]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/courses/1Xd/unreal-engine-capturing-reality-community-highlight-reality-capture-tutorials/dB34/capturing-reality-realitycapture-making-3d-models-with-your-smartphone RealityCapture: Making 3D Models with your smartphone]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/tutorials/EPrj/capturing-reality-realityscan-turntable Short introduction for using turntable ]&lt;br /&gt;
*Reality Capture/Scan&lt;br /&gt;
** A software (among other software that can do the same) that can turn images and videos it uses the frames as images into 3D models by calculating different perspectives. Also possible to mix with laser scanned data and improve your models measurements or the other way around, improve your laser scans texture by adding some higher res images. Only runs on Windows machines not Mac(All PCs at the lab have the most current version installed).&lt;br /&gt;
*** [https://www.capturingreality.com/sample-datasets Example Files and Datasets for testing]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Splatting/Neural radiance fields : NeRFs&#039;&#039;&#039;====&lt;br /&gt;
*[https://developer.nvidia.com/blog/getting-started-with-nvidia-instant-nerfs/ Getting Started with NVIDIA Instant NeRFs NVIDIA Technical Blog]&lt;br /&gt;
*[https://docs.nerf.studio/ Nerfstudio] (use on linux if you can)&lt;br /&gt;
*[https://github.com/Anttwo/SuGaR [CVPR 2024&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Official PyTorch implementation of SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering]&lt;br /&gt;
*[https://scaniverse.com/news/scaniverse-introduces-support-for-3d-gaussian-splatting Scaniverse 3D Gaussian splatting]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *Using photogrammetry images for texturing laser scans--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;App examples for scanning with a phone:&#039;&#039;&#039;====&lt;br /&gt;
* [https://scaniverse.com/ Scaniverse ]&lt;br /&gt;
* [https://www.unrealengine.com/de/realityscan RealityScan]&lt;br /&gt;
*[https://apps.apple.com/us/app/kiri-engine-3d-scanner-lidar/id1577127142 Kiri Engine]&lt;br /&gt;
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=== &#039;&#039;&#039;CG Lab Software&#039;&#039;&#039;===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
==== &#039;&#039;&#039;Brave Browser&#039;&#039;&#039; ====&lt;br /&gt;
We are sometimes approached by students who are frustrated by the clutter on the internet, especially when they are trying to concentrate and learn, so we decided to mention it here again. [https://brave.com/ Brave] is installed on all the computers in the lab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3D SOFTWARE&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Blender&#039;&#039;&#039; ====&lt;br /&gt;
Very powerful DCC and there are a lot of resources available for online learning. There is a lot of development going on and new versions are being released all the time. This is really cool for getting new features fast. Just watch out for stability. But usually it is possible to open very old projects in the latest version!&lt;br /&gt;
Some parts of Blender may be outdated/buggy because they have not been looked at for a long time. This is normal, but can be hard to spot for beginners.&lt;br /&gt;
&lt;br /&gt;
Blender comes now with procedural modeling:  Geometry Nodes. It is a great way to understand the basics and node based/non-destructive working style. &lt;br /&gt;
&lt;br /&gt;
No licensing required for Blender. Yei!  Lots of free and paid plugin options (be careful, can be a rabbit hole you might not want/need to go down to complete your task/project).&lt;br /&gt;
&lt;br /&gt;
Additionally, blender includes great compositing tools (especially camera tracking results can be impressive).&lt;br /&gt;
&lt;br /&gt;
Amazing 2D/3D Animation Tool Called Grease Pencil!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Blender Quick Start:&#039;&#039;&#039;&lt;br /&gt;
**If you are looking for a great tutorial series to learn Blender from we recommend this one:&lt;br /&gt;
***[https://www.youtube.com/watch?v=e-fetDXDXX8&amp;amp;list=PLgO2ChD7acqH5S3fCO1GbAJC55NeVaCCp 7 part Blender tutorial for complete beginners]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blender Gotchas&#039;&#039;&#039;&lt;br /&gt;
** Blender is awesome for sure, in some cases some things might not always behave as you would expect, so here we want to collect some common settings etc. that might get you into trouble.&lt;br /&gt;
***&#039;&#039;&#039;Preferences Cycles Render Device:&#039;&#039;&#039;&lt;br /&gt;
**** It can happen, that blender defaults to &amp;quot;None&amp;quot; in the Preferences/System/Cycles Render Device. If you would like a GPU to be used you might want to change this to &amp;quot;CUDA&amp;quot; or &amp;quot;Optix&amp;quot; for example. Only if this is set, rendering will be done by the GPU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Blender Pipeline&#039;&#039;&#039; =====&lt;br /&gt;
Daniel Bystedt did an amazing talk on a small studio or one person pipeline for working in Blender in 2019. Of course blender has changed alot since that but we believe you should still watch and learn from his approach how to deal with data in blender. &lt;br /&gt;
The video of this 30 min presentation is this:&lt;br /&gt;
* [https://www.youtube.com/watch?v=Nuoe9h9jQxA/ Creating blender demos glowing tigers and tortured creatures]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Modelling Techniques in Blender&#039;&#039;&#039; =====&lt;br /&gt;
====== &#039;&#039;&#039;Sculpting&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Hard Surface&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Geometry Nodes&#039;&#039;&#039; ======&lt;br /&gt;
*[https://www.youtube.com/@JunichiroHorikawa/playlists Video on Getting Started with Geometry Nodes in Blender 3.0 for Beginners by Junichiro Horikawa]&lt;br /&gt;
*[https://www.youtube.com/watch?v=HFnNpn5Ym4Y Make A Cactus In Blender with Geometry Nodes [Full Course&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Shader/Texture Baking&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=SDqpnfTRtIU How to Bake textures under 3 minutes in Blender Beginner Tutorial]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rigging&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=DDeB4tDVCGY Rigging for impatient people by Joey Carlino (note the top comment on posing from Blender 4.0 on)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=Y2SWwZmwrwM &amp;quot;How to Rig ANYTHING in Blender!&amp;quot; bit more detailed video tutorial by SharpWind]&lt;br /&gt;
*[https://www.youtube.com/watch?v=jIwrswJEFBQ Easy Way To Rig by richstubbsanimation]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rendering&#039;&#039;&#039; =====&lt;br /&gt;
*Preparation and Optimisation&lt;br /&gt;
** Rendering times depend heavily on the way your data flow is set up and optimised. Please refer to this video from Blender Guru for a nice overview on what to look out for: [https://www.youtube.com/watch?v=kIW648Cfo18 Blender Guru Video: 10 Easy Ways to Render Faster in Blender]&lt;br /&gt;
*Cycles&lt;br /&gt;
** Very powerful GPU/CPU Physical render engine. You will probably not need more for 99% of projects if you are looking for “photorealistic” light bouncing aesthetics.&lt;br /&gt;
*Eevee&lt;br /&gt;
** “Realtime” render engine inside blender&lt;br /&gt;
** Great lookdev tool (though with most decent machines you can use cycles with denoise and low samples very well already for that and get better previs)&lt;br /&gt;
** Similar to game engine texture and light calculations (similar pros and cons).&lt;br /&gt;
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==== &#039;&#039;&#039;Houdini&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Behaves usually as you expect it to.&#039;&#039; &lt;br /&gt;
Our current tool of choice. Mainly because of reliability and power.&lt;br /&gt;
&lt;br /&gt;
After using its preset nodes/tools and feeling comfortable with the style of working, it is possible to create your custom tools or get more into coding/TD (technical director) work style.  &lt;br /&gt;
&lt;br /&gt;
Working in houdini will teach you fundamental skills for any 3d/cg work or tool. The educational version, with no technical restrictions for non-commercial work, is available in the CG lab and on the entire KHM intranet. &lt;br /&gt;
&lt;br /&gt;
The apprentice version can be installed on your personal computers with all functions except rendering and exporting. You can render/edit your projects on lab computers and within the KHM intranet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;User Interface (UI) Tips&#039;&#039;&#039;&lt;br /&gt;
** Follow this link for great tips: [https://tokeru.com/cgwiki/HoudiniUserInterfaceTips.html UI Tips from CGWIKI]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Houdini Quick Start:&#039;&#039;&#039;&lt;br /&gt;
** Follow this amazing Entagma series of tutorials if you want to learn the basics of Houdini quickly and well. It is from 2020, but still very helpful:&lt;br /&gt;
*** [https://www.youtube.com/watch?v=t17WRxHRih8&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=1 Houdini In Five Minutes 01: Houdini&#039;s Contexts]&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Common Attributes Cheat Sheet&#039;&#039;&#039;=====&lt;br /&gt;
&#039;&#039;stole this overview from nine between&#039;s video on yt: &amp;quot;What are Attributes? - Speedy Houdini&amp;quot; min 1.32&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*@P - position&lt;br /&gt;
*@Cd - color&lt;br /&gt;
*@N - normal direction&lt;br /&gt;
*@pscale - uniform scale&lt;br /&gt;
*@scale - scale vector&lt;br /&gt;
*@up - axis to align to Y&lt;br /&gt;
*@id - a unique identifier (could be a bundle of points/verts/prims etc. that you define)&lt;br /&gt;
*@name - an identifier&lt;br /&gt;
*@v - velocity&lt;br /&gt;
*@force - a force to apply&lt;br /&gt;
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=====&#039;&#039;&#039;Geometry Network (Surface Operators/SOPs)&#039;&#039;&#039;=====&lt;br /&gt;
The geometry network environment is a visual programming system where you can create and manipulate 3D geometry using a network of nodes, each representing a specific operation or function. These nodes, such as Geometry, Curve, and Point, are connected to form a flowchart-like structure, allowing you to define complex geometry transformations, attributions, and relationships between different parts of the model. The network can be thought of as a recipe, where each node contributes a specific step in the processing of the geometry, and the output of one node becomes the input for the next, enabling the creation of intricate and detailed 3D models. Within this environment, beginners can start by building simple shapes and primitives, such as cubes and spheres, and gradually move on to more complex tasks like extruding curves, scattering points, and manipulating attributes, all while utilizing Houdini’s visual feedback and debugging tools to refine your creations.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Manual &amp;quot;intuitive&amp;quot; Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
*To be clear, Houdini is not known for the common hard surface modelling style you see in most tutorials out there, which mainly use Blender to model a 3D shape very quickly and mainly by grabbing parts of your base geometry and extruding and transforming/expanding them step by step.These days though, we find a similar style of modelling in Houdini as much improved and can be a lot of fun, while retaining most of Houdinis powerful procedural style. We totally understand many cases where you just want to jump into the DCC you feel comfortable with modelling like Blender, C4D etc and we strongly believe in using many different tools for CG. But if you are curious, we would recommend anyone starting with 3D or Houdini to explore the viewport style modelling in Houdini, especially in conjunction with the VDB and remeshing tools. We find this way of modelling to be very useful and even a lot of fun for many use cases. &lt;br /&gt;
** This video example by Simon Houdini (from 2020) is a good starting point that we would recommend: [https://www.youtube.com/watch?v=L-CwpmOjR_s Knife modeling Basic || Houdini Tutorial]&lt;br /&gt;
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====== &#039;&#039;&#039;Procedural Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
Let&#039;s get to where Houdini shines. As mentioned above, modelling in the network by creating recipe-like node systems that can react quickly and flexibly to changes is what brings us a lot of fun in creating computer generated geometry. &lt;br /&gt;
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We recommend this video example from Entagma for a quick start: [https://www.youtube.com/watch?v=NYIqDpnQrXI Procedurally Modeling A Raspberry]&lt;br /&gt;
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*&#039;&#039;&#039;Scattering&#039;&#039;&#039;&lt;br /&gt;
**[https://www.youtube.com/watch?v=P_qmfyW--Ws&amp;amp;t=1516s Houdini Illume: Controlled Scattering Video Tutorial]&lt;br /&gt;
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====== &#039;&#039;&#039;UV Unwrapping&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
Unwrapping is the process of turning the surface of your 3d model into a 2d representation. So that you can texture it and e.g. bring it into a game engine or simply export your model. Copernicus needs UV Maps for making Shaders!&lt;br /&gt;
&lt;br /&gt;
* This excellent video by Simon Houdini explains the basics of the process in houdini perfectly:&lt;br /&gt;
** [https://www.youtube.com/watch?v=VNX9Qf6a5hs Houdini Unwrapping Techniques: The Basics]&lt;br /&gt;
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======&#039;&#039;&#039;Terrain&#039;&#039;&#039;======&lt;br /&gt;
* Quick note on [https://www.sidefx.com/docs/houdini/model/terrain_workflow.html terrain] in houdini:&lt;br /&gt;
**&#039;&#039;Height fields are volumes in houdini. That&#039;s awesome because volumes can be manipulated much faster than a regular mesh consisting of polygons. Therefore your model can be very big and complex while not costing so much until you turn it into a mesh. So, while working on a terrain, before exporting it into a mesh, you will be able to use all logic that applies to any volume modeling technique (VDB SDF etc.).&lt;br /&gt;
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=====&#039;&#039;&#039;Rigging / KineFX / APEX / Character FX /&#039;&#039;&#039;=====&lt;br /&gt;
* [OLDSCHOOL] &#039;&#039;&#039;Kinefx / Character FX video links:&#039;&#039;&#039;&lt;br /&gt;
**[https://www.sidefx.com/tutorials/foundations-rig-fur-dude-with-kinefx/ Foundations Rig Fur Dude with KineFX SideFX]&lt;br /&gt;
**[https://tokeru.com/cgwiki/HoudiniKinefx.html Kinefx - Houdini and CG tips]&lt;br /&gt;
**[https://www.youtube.com/watch?v=KzH18TvHmCE Why Rig in Houdini? Houdini Rigging Webinar]&lt;br /&gt;
**[https://www.youtube.com/watch?v=cxs7BTTHCH8&amp;amp;t=1s Handy RIGGING &amp;amp; ANIMATION Tricks in Houdini using KineFX]&lt;br /&gt;
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* [NEWER/FASTER] &#039;&#039;&#039;APEX Rigging&#039;&#039;&#039;&lt;br /&gt;
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Want to learn what APEX in Houdini currently is? Check our this overview: *[https://www.tokeru.com/cgwiki/HoudiniApex.html Apex Overview by Matt Estela]&lt;br /&gt;
&lt;br /&gt;
**[https://www.youtube.com/watch?v=Rmx17u80wEE Video Tutorial APEX - Ep.02: Rigging a Character by Entagma]&lt;br /&gt;
**[https://www.youtube.com/watch?v=sv8fVcgKB5o Character Rigging in Houdini 20.5 | FULL BIPED APEX RIG Video Tutorial by Max Rose]&lt;br /&gt;
**[https://www.sidefx.com/tutorials/kinefx-rigging-with-apex-1/ KINEFX RIGGING WITH APEX]&lt;br /&gt;
**[https://www.youtube.com/watch?v=U9-e5p0j7so apex overview video by matt estela]&lt;br /&gt;
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=====&#039;&#039;&#039; Copernicus/COPs/Materials&#039;&#039;&#039;=====&lt;br /&gt;
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&#039;&#039; !!! Houdini 20.5 ships with Copernicus as BETA. There may be some problems, especially on Macbooks, where the viewport does not update. Be aware of this! You can try restarting Houdini and/or going to Labs/Refresh Viewport. !!!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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The Copernicus environment, also known as COP, is a 2D and 3D GPU image processing framework that enables real-time image manipulation within a 3D space. This framework consists of COP nodes, which provide a unique node body with a preview thumbnail, and can be wired together to control the flow of layer and geometry data. COP nodes fully interoperate with Surface Operators (SOPs), allowing seamless integration between 2D and 3D workflows, and can export results as images or volumes. The default image space ranges from -1 to 1, preserving the pixel aspect ratio, and texture space ranges from 0 to 1 across the data window and buffer space, useful for mapping textures. As of Houdini 20.5, Copernicus nodes are recommended instead of Compositing nodes, with the Compositing network now designated as COP Network - Old.&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-organic-textures/ How To Create Organic Textures / Video Tutorial Sidefx]&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-tile-based-textures/ How To Create Tile Based Textures / Video Tutorial Sidefx]&lt;br /&gt;
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*[https://www.youtube.com/watch?v=dn5zNrH_cFQ Solve visible seams problem in COPs: Houdini 20.5 - Rasterize attributes using VEX in COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=9xZFu2XJTBA/ Terrain COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=hsQZD2CxwAE7 UDIMS in COPs]&lt;br /&gt;
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* [https://www.youtube.com/watch?v=c1jupIDfQ_I Decals in Copernicus]&lt;br /&gt;
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=====&#039;&#039;&#039;Solaris Environment&#039;&#039;&#039;=====&lt;br /&gt;
Solaris is an Environment for look development, layout, and lighting tools that utilizes Universal Scene Description (USD) at its core, allowing you to create complex scenes comprising multiple assets within a single graph. This environment enables you to efficiently manage and organize assets, variants, and physical editing, streamlining the workflow for tasks such as setting up lighting, cameras, and materials. Solaris integrates seamlessly with Houdini’s existing tools and nodes, providing a unified platform for you to work on scene assembly, layout, and lighting, while also supporting collaboration and data exchange with other software applications. As a beginner, you can leverage Solaris in Houdini to create and manipulate scenes, manage assets, and set up lighting and cameras, all within a cohesive environment.&lt;br /&gt;
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====== &#039;&#039;&#039;Material Linker&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
The Material Linker Node is the easiest way to add Materials to imported Geometry in LOPS.&lt;br /&gt;
Check out this short video for a perfect explanation what you can do with it and how to use it:&lt;br /&gt;
*[https://www.youtube.com/watch?v=_KTBWtGu79s Material Linker Video Explanation]&lt;br /&gt;
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====== &#039;&#039;&#039;KARMA Rendering&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/docs/houdini/news/20/karma.html What’s new Karma Houdini 20]&lt;br /&gt;
*[https://www.youtube.com/watch?v=4bYLqimlTr8  Entagma Video: New In Houdini 20: Karma - Physical Sky, Thin Walled Transmission, Material Linker And More]&lt;br /&gt;
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=====&#039;&#039;&#039;VOPs&#039;&#039;&#039;=====&lt;br /&gt;
*Node based visual coding system. As fast and powerful as VEX but no actual coding needed.&lt;br /&gt;
*Same performance as VEX. If you are not a person familiar with code we always recommend learning VOP’s before VEX!&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;VEX&#039;&#039;&#039;=====&lt;br /&gt;
*Coding language inside Houdini. Very powerful because it is fast and most of the time cheap on computing power. TIPP:  Not that suitable for Noise (VOPs are just more intuitive way for using that)&lt;br /&gt;
*Attributes cheat sheet:&lt;br /&gt;
** [https://wiki.johnkunz.com/index.php?title=VEX_Attribute_Glossary VEX Attribute Glossary - kunz]&lt;br /&gt;
*VEX video links:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bR0V4bADRxY Creating Geometry With VEX]&lt;br /&gt;
**[https://www.youtube.com/watch?feature=shared&amp;amp;v=2jg0lTHf1ss Procedural Subdivision Lines - Creating Control Curves]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Plugins&#039;&#039;&#039;=====&lt;br /&gt;
*MOPs&lt;br /&gt;
**[https://www.motionoperators.com/ Motion Operators for Houdini]&lt;br /&gt;
*MLOPs&lt;br /&gt;
**[https://www.sidefx.com/tutorials/introducing-mlops-machine-learning-operators/ MLOPS Introducing Machine Learning Operators SideFX]&lt;br /&gt;
&lt;br /&gt;
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=====&#039;&#039;&#039;Machine Learning&#039;&#039;&#039;=====&lt;br /&gt;
Houdini provides a platform for machine learning (ML) that supports synthetic data generation, preprocessing, training models, exporting trained models, and deploying trained models. &lt;br /&gt;
&lt;br /&gt;
* ML Deformer Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-deformer/ here]&lt;br /&gt;
* ML Terrain Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-terrain/ here]&lt;br /&gt;
* [https://www.sidefx.com/docs/houdini/nodes/sop/onnx.html ONNX Inference geometry node Sidefx Documentation Link]&lt;br /&gt;
* [https://www.youtube.com/watch?v=aCAatiY53s8 Entagma Video on Machine Learning with ONNX in Houdini 20]&lt;br /&gt;
* Machine Learning Operators Plugin (got to: Plugins/MLOPs)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039; Channel Operators CHOPS &#039;&#039;&#039; =====&lt;br /&gt;
Channel operators, or CHOPs, are tools in Houdini used for creating and manipulating channel data, which includes animation curves and other time-varying information. Its a great way to controll visuals with an audio signal similar to e.g. touchdesigner.&lt;br /&gt;
*[https://www.youtube.com/watch?v=qwnIPazdeZY Video Tutorial for Audio Driven Animation - Houdini 18 by VoxelFX]&lt;br /&gt;
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===== &#039;&#039;&#039; More Houdini online resources&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.tokeru.com/cgwiki/Houdini.html CGWiki tokeru]&lt;br /&gt;
*[https://www.sidefx.com/learn-main-menu/start-here/ Sidefx Learn]&lt;br /&gt;
*[https://entagma.com/ Entagma]&lt;br /&gt;
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==== &#039;&#039;&#039;Unreal Engine&#039;&#039;&#039; ====&lt;br /&gt;
Very realistic looking (outdoor) light and material rendering engine for real-time and very fast rendering. Usually used with imported geometry from other programs (Blender, Houdini etc.), but has the potential to create worlds, animations and simulations inside.&lt;br /&gt;
* &#039;&#039;&#039;Shuree has prepared a lot of information for you at the [[Unreal Club|Engine Club site]]. Check it out!&#039;&#039;&#039;&lt;br /&gt;
** [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners Documentation For Complete Beginners]&lt;br /&gt;
=====&#039;&#039;&#039;Version Control&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.anchorpoint.app/ Anchorpoint App]&lt;br /&gt;
=====&#039;&#039;&#039;Unreal Multi-GPU Setup&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.youtube.com/watch?v=Io6oSCYkLg0  Multi-GPU Tutorial in Unreal Engine! By Alex Pearce]&lt;br /&gt;
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=== &#039;&#039;&#039;CG/3D Production Pipeline And File Formats&#039;&#039;&#039; ===&lt;br /&gt;
==== USD (Universal Scene Description)====&lt;br /&gt;
&lt;br /&gt;
Pixar USD is an open-source framework and file format that enables non-destructive collaboration and data exchange between multiple 3D applications and departments, allowing artists to work together on complex scenes and projects without losing data or compromising their work.&lt;br /&gt;
&lt;br /&gt;
*[https://openusd.org/release/intro.html Introduction to USD]&lt;br /&gt;
*[https://openusd.org/release/glossary.html USD Terminology]&lt;br /&gt;
*[https://tokeru.com/cgwiki/UsdGuide.html#table-of-contents cgwiki/UsdGuide]&lt;br /&gt;
&lt;br /&gt;
* Video presentation on the current state of USD for small teams/freelancers as a pipeline tool:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bwkCfp6G-F8/ USD and Solaris in a Real-time Pipeline for Indie Studios and Freelancers| Paul Booth]&lt;br /&gt;
* Long presentation on a bigger production and their experience with USD:&lt;br /&gt;
** [https://www.youtube.com/watch?v=L9pMvbET7YU LOPs of love from the USD pipeline at Rebellion]&lt;br /&gt;
*Complete videoguide on USD for Houdini/Solaris:&lt;br /&gt;
**[https://www.youtube.com/watch?v=cE-Bbdspu_8&amp;amp;t=2746s 3D USD Masterclass: Scene Assembly and Rendering / Nine Between]&lt;br /&gt;
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==== GLTF/GLB ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The core of [https://www.khronos.org/gltf/ glTF] is a JSON file that describes the structure and composition of a scene containing 3D models, which can be stored in a single binary glTF file (.glb). The top-level elements of the file include: Scenes and nodes, cameras, meshes, buffers, materials, textures, skins and animations.&lt;br /&gt;
&lt;br /&gt;
In 2022 glTF 2.0 was released as the ISO/IEC 12113:2022 International standard, recognizing glTF&#039;s global position as a 3D asset format.&amp;quot;&lt;br /&gt;
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=== &#039;&#039;&#039;3D Animation&#039;&#039;&#039; ===&lt;br /&gt;
==== Keyframe Animation ====&lt;br /&gt;
A Keyframe is simply a marker of time that stores the value of a property.&amp;lt;ref&amp;gt;[https://docs.blender.org/manual/en/latest/animation/keyframes/introduction.html]&amp;lt;/ref&amp;gt; Keyframing is the recording of a parameter’s value at a specific moment in time, advancing the time, then recording the value again.&amp;lt;ref&amp;gt;[https://help.autodesk.com/view/MOBPRO/2025/ENU/?guid=GUID-7E4641AA-9D59-4DB5-9A19-19D2D1A83718]&amp;lt;/ref&amp;gt; Animation consists of frames, a series of drawings, renderings, or photos that, when played back at high speed, are interpreted by the human eye as continuous movement. The concept is the same as that of filmed movies, where individual images on a film strip are played back at high speed to create the illusion of motion.&amp;lt;ref&amp;gt;[https://www.unrealengine.com/en-US/explainers/animation/how-to-do-keyframe-animation-in-unreal-engine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
=====Terminology related to keyframe animation=====&lt;br /&gt;
*Interpolation (sometimes called tweening or easing) determines how values change between keyframes or sampled data points.&lt;br /&gt;
** Linear Interpolation (LERP)&lt;br /&gt;
***Changes happen at a constant rate between keyframes.&lt;br /&gt;
***Produces steady motion but can feel mechanical or abrupt.&lt;br /&gt;
**Step (or Constant) Interpolation&lt;br /&gt;
***The value jumps directly at the keyframe, with no transition in between.&lt;br /&gt;
***Useful for hold poses, sudden switches, or non-continuous data (like game states).&lt;br /&gt;
**Bezier / Spline Interpolation (e.g., Cubic, Hermite, Catmull–Rom, B-splines)&lt;br /&gt;
***Curved interpolation controlled by tangents or handles.&lt;br /&gt;
***Produces smooth, natural-looking animation.&lt;br /&gt;
***Most DCC tools (Blender, Maya, 3ds Max) use Bezier splines by default for keyframes.&lt;br /&gt;
**Ease In / Ease Out (Easing Curves)&lt;br /&gt;
***Specialized splines where motion gradually accelerates (ease in) or decelerates (ease out).&lt;br /&gt;
***Makes movement feel more organic and less robotic.&lt;br /&gt;
**Spherical Linear Interpolation (SLERP)&lt;br /&gt;
***Used for rotations represented by quaternions.&lt;br /&gt;
***Ensures smooth rotation without distortions or gimbal lock.&lt;br /&gt;
***Very common in games and mocap retargeting.&lt;br /&gt;
**Extrapolation&lt;br /&gt;
***How motion continues beyond the first/last keyframe (constant, linear, cyclic)&lt;br /&gt;
&lt;br /&gt;
==== Procedural Animation ====&lt;br /&gt;
Procedural animation is based on algorithms and rules, rather than pre-defined keyframes. For example, Houdini has a fully procedural system that uses a node-based workflow. Instead of keyframing manually along the timeline, in Houdini, you can use [https://exmediawiki.khm.de/index.php?title=CG_Lab#VEX VEX] expressions or use noise to animate procedurally. Similarly, you can also create procedural animation using Geometry Nodes inside Blender.&lt;br /&gt;
&lt;br /&gt;
==== Animating with Motion Capture ====&lt;br /&gt;
==== Animating with other tools ====&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10630</id>
		<title>CG Lab</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10630"/>
		<updated>2025-09-30T13:18:16Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* 3D Animation */&lt;/p&gt;
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&lt;div&gt;=== &#039;&#039;&#039;Welcome&#039;&#039;&#039; ===&lt;br /&gt;
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Hi there,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki is where we will collect resources for software, workflows and equipment in the CG Lab&#039;&#039;&#039;. Inspired by Matt Estela&#039;s&lt;br /&gt;
one and only [https://tokeru.com/cgwiki/ CG Wiki] but more specific KHM media artists student oriented. The wiki is intended as a quick guide to where to find online resources related to KHM labs and computer graphics seminars.&lt;br /&gt;
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If something comes up in seminars or in conversation, we will add it here. Don&#039;t expect it to be complete in the near future. It&#039;s meant to give you quick access to information that students often ask for, or that we think is important. If you are missing any information that you would like to see added here, please do not hesitate to contact us via our KHM mail.&lt;br /&gt;
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If you feel you need more information or advice, you can also make an appointment with us or with one of us individually.&lt;br /&gt;
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[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
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[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
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&#039;&#039;In general, we don&#039;t believe that one software/company/tool is always the best or always right, we just try to give you the best way to work with what we have and know. We are always open to new suggestions and are constantly comparing and testing different tools. If you are in doubt, you can always try the free tool [https://www.blender.org/download/ blender] for almost any cg related task and/or try software in our lab first. We strongly recommend that you only buy software that you are really sure you need and want to use.&#039;&#039;&lt;br /&gt;
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=== &#039;&#039;&#039;CG Terminology&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
There is a certain language used in computer graphics, 3D arts and sciences. We will try to collect here some of the main terms that you will come across in online resources and in everyday use. Some are simple, some are more advanced. To create digital art, you will usually get by without fully understanding all of these concepts. However, we recommend that you look them up. In general it will help you to at least remember that you have heard of something when you come across it. If you are planning to make 3D your main artistic tool, we think you need to have a good understanding of them.&lt;br /&gt;
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* &#039;&#039;&#039;SFX&#039;&#039;&#039;&lt;br /&gt;
**Effects that are being done and work on a location or film set&lt;br /&gt;
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* &#039;&#039;&#039;VFX&#039;&#039;&#039;&lt;br /&gt;
**Effects post filming and editing&lt;br /&gt;
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* &#039;&#039;&#039;CGI&#039;&#039;&#039;&lt;br /&gt;
**Fully computer generated images&lt;br /&gt;
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&#039;&#039;You can mix sfx,vfx and cgi and it&#039;s being done alot and it&#039;s  often hard to tell what&#039;s what (“invisible” effects).&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
* &#039;&#039;&#039;AI / Machine Learning / Generative AI / Diffusion etc..&#039;&#039;&#039;&lt;br /&gt;
** Much debated etc. you know the drill... You can generate video, 3d models and animation with text or image inputs depending on your hardware, money and skill level train your own datasets and it comes with all the environmental and ethical consequences. Lots of space for experimenting and so far in cg includes like other tools alot of tweaking and fixing technicalities. You can find many different tools for many different tasks online and try them out. And all that while reading [https://discover.khm.de/discovery/fulldisplay?docid=alma990000963650106473&amp;amp;context=L&amp;amp;vid=49HBZ_KHM:VU1&amp;amp;lang=de&amp;amp;search_scope=MyInstitution&amp;amp;adaptor=Local%20Search%20Engine&amp;amp;tab=LibraryCatalog&amp;amp;query=any,contains,atlas%20of%20ai&amp;amp;offset=0 Atlas of AI - Power, Politics, and the Planetary Costs of Artificial Intelligence by Kate Crawford]. What a time to be alive!&lt;br /&gt;
** If you are interested in regard to the current (2025) pipeline and tools at the CG Lab this video might be interesting for you: [https://www.youtube.com/watch?v=UqjHfp927uo Leveraging generative AI for 3D content generation | Moritz Schwind | FMX HIVE 2025] this is specifically about Houdini workflows but most of the topics, workflow experiments and tools discussed are relevant for other worfklows/tools aswell.&lt;br /&gt;
&lt;br /&gt;
====Basic 3D Graphics Terminology:====&lt;br /&gt;
&lt;br /&gt;
* GEOMETRY&lt;br /&gt;
**&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*** [https://www.youtube.com/watch?v=ic7bbGMNP_U/ What are Attributes? - Speedy Houdini]&lt;br /&gt;
*** [https://www.youtube.com/watch?v=oS6qiB_ukwI&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=3/ Attributes In Our Geo Stream / Entagma]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Vectors&#039;&#039;&#039;: [https://www.youtube.com/watch?v=H9U4DzjUB-U/ What are Vectors? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Voxels&#039;&#039;&#039;: [https://www.youtube.com/watch?v=dSDuR-45W6Y/  What are Voxels? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Normals&#039;&#039;&#039;: [https://www.youtube.com/watch?v=hkTjreiookM&amp;amp;t=1s/ 3D Basics - What are Normals?]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Mesh&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Watertight:&#039;&#039;&#039; &lt;br /&gt;
****A term used to describe topological properties of a 3D mesh or surface. A mesh is considered watertight if it has no gaps, holes, or missing triangles (faces). In other words, it is a continuous, unbroken surface that would prevent water from seeping through. This property is essential for 3D printing, computer-aided design (CAD), and other applications where a solid, enclosed volume is required.&lt;br /&gt;
***&#039;&#039;&#039;Manifold:&#039;&#039;&#039; A mesh is considered manifold if it satisfies two conditions:&lt;br /&gt;
**** 1. Each edge is incident to only one or two faces. This ensures that edges are properly connected to the surrounding faces.&lt;br /&gt;
**** 2. The faces incident to a vertex form a closed or open fan. This means that the faces attached to a vertex can be continuously deformed into a disk (closed fan) or a cone (open fan) without tearing or stretching the mesh.&lt;br /&gt;
&lt;br /&gt;
* WORK AREAS:&lt;br /&gt;
** &#039;&#039;&#039;Modelling&#039;&#039;&#039;&lt;br /&gt;
*** Creating the 3D shape and structure of objects, characters, or environments using digital sculpting or polygon/mesh manipulation tools.&lt;br /&gt;
** &#039;&#039;&#039;Texturing /Shading&#039;&#039;&#039;&lt;br /&gt;
***Texturing/Shading: Applying surface details, colors, patterns, and material properties to make 3D models look realistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Rigging&#039;&#039;&#039;&lt;br /&gt;
***Building a digital skeleton inside a 3D character or object that allows it to be moved and deformed for animation.&lt;br /&gt;
*** [https://www.youtube.com/watch?v=3RSwjZLClRc 3D Rigging is Beautiful, Here&#039;s How It Works! by Doodley]&lt;br /&gt;
**&#039;&#039;&#039;Animating&#039;&#039;&#039;&lt;br /&gt;
***Bringing characters and objects to life by creating movement, defining how they act and interact over time.&lt;br /&gt;
**&#039;&#039;&#039;Lookdev /Layout/ Staging&#039;&#039;&#039;&lt;br /&gt;
*** Designing the visual composition, lighting, camera placement, and overall aesthetic feel of a 3D scene.&lt;br /&gt;
**&#039;&#039;&#039;Rendering&#039;&#039;&#039;&lt;br /&gt;
*** The final process of converting 3D scene data into a 2D image or animation sequence, calculating how light, materials, textures, and camera settings interact to produce the ultimate visual output that looks photorealistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Pipeline&#039;&#039;&#039;&lt;br /&gt;
***The systematic workflow and technical process of moving a 3D project through different production stages from concept to final render.&lt;br /&gt;
**&#039;&#039;&#039;Physics Simulation&#039;&#039;&#039;&lt;br /&gt;
***Using mathematical algorithms to realistically simulate natural behaviors like gravity, cloth movement, fluid dynamics, and object interactions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====More advanced (code based) Terminology====&lt;br /&gt;
**&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
***An integer is a whole number, either positive, negative, or zero, without a fractional part, and can be represented as …, -3, -2, -1, 0, 1, 2, 3, … in the set of integers (Z).&lt;br /&gt;
**&#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
***Float in coding refers to a fundamental data type used to represent numeric values with decimal points, allowing for the storage and manipulation of fractional numbers, such as 1.23, 87.425, or 9039454.2, in programming languages like C, C++, C#, and others. &lt;br /&gt;
***&#039;&#039;In 3D graphics, floats are often used to store coordinates, vectors, and other numerical values with decimal precision, enabling accurate calculations and transformations of 3D objects.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
***In coding, a string is a sequence of characters, such as letters, digits, or symbols, stored as a single data type, often used to represent human-readable text, and can be implemented as a fixed-length array or a dynamic buffer with varying lengths, depending on the programming language and its libraries. &lt;br /&gt;
***&#039;&#039;In 3D, a string can refer to a sequence of connected vertices or control points that define a curve or surface, used to model complex shapes and geometries in computer-aided design (CAD) systems, computer-generated imagery (CGI), and 3D modeling software.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot Product&#039;&#039;&#039;&lt;br /&gt;
***In coding, the dot product (also known as scalar product) is a mathematical operation that computes the sum of the products of corresponding elements (components) of two vectors, resulting in a scalar value representing the magnitude and direction of their alignment. &lt;br /&gt;
***[https://www.youtube.com/watch?v=YiAtM4EpQ4U&amp;amp;t=210s/ Essential TD Skills: Designing &amp;amp; Implementing Algorithms] &#039;&#039;starting from 03:30&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Vector Normalization&#039;&#039;&#039;&lt;br /&gt;
***Scaling a vector to have a magnitude of 1, while preserving its direction. Normalizing vectors is essential for consistent lighting and shading calculations. It ensures that vectors used in calculations, such as dot products and cross products, have a standardized length, allowing for accurate and predictable results.&lt;br /&gt;
** &#039;&#039;&#039;Quaternions&#039;&#039;&#039;&lt;br /&gt;
*** Quaternions in computer graphics are used to represent three-dimensional rotations efficiently, providing advantages over traditional Euler angles and enabling smooth interpolation between orientations.&lt;br /&gt;
***[https://www.youtube.com/watch?v=bKd2lPjl92c How to use Quaternions (Video from Positive Altitude)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Material/Shader/Texture Terminology====&lt;br /&gt;
*&#039;&#039;&#039;Core Material Properties&#039;&#039;&#039;&lt;br /&gt;
**Base Color: The fundamental color of the material, often a simple texture or flat color.&lt;br /&gt;
**Albedo: Similar to base color but excludes shadow and lighting data for physically accurate rendering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reflectivity and Surface Interaction&#039;&#039;&#039;&lt;br /&gt;
**Metalness (Metallic): Defines whether a surface behaves like metal (high reflectivity and color-tinted reflections) or a non-metal (dielectric).&lt;br /&gt;
**Specular: Controls the intensity and sharpness of reflections for non-metal materials.&lt;br /&gt;
**Roughness: Defines how smooth or rough a surface is, affecting how sharp or diffuse reflections appear.&lt;br /&gt;
**Sheen: Adds a soft, fabric-like glow to the edges of a material, often used for materials like velvet or satin.&lt;br /&gt;
**Glossiness: Often the inverse of roughness, controlling the clarity of reflections.&lt;br /&gt;
**Anisotropy: Controls the directional stretching of reflections, commonly seen in materials like brushed metal, hair, or textiles.&lt;br /&gt;
**BRDF (Bidirectional Reflectance Distribution Function): Describes how light reflects off a surface based on angles of incidence and reflection.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lighting and Special Effects&#039;&#039;&#039;&lt;br /&gt;
**Emission: Makes the material emit light, creating glowing effects independent of scene lighting.&lt;br /&gt;
**Opacity: Controls the visibility of an object; lower values make it transparent.&lt;br /&gt;
**Transparency: A broader term for allowing light to pass through a surface, often combined with refraction effects.&lt;br /&gt;
**Transmission: Specifies how much light passes through a material, commonly used for glass or liquids.&lt;br /&gt;
**Refraction: Simulates light bending as it passes through transparent objects.&lt;br /&gt;
**IOR (Index of Refraction): Determines the degree of light bending for transparent materials (e.g., glass, water, diamonds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surface Detail&#039;&#039;&#039;&lt;br /&gt;
**Normal Map: Adds fine surface details (like bumps or grooves) by altering surface normals without changing geometry.&lt;br /&gt;
**Bump Map: A grayscale texture for simulating surface details by modifying the apparent height of surface features.&lt;br /&gt;
**Height Map (Displacement Map): Represents elevation data to physically modify the geometry of a surface for greater realism.&lt;br /&gt;
**Ambient Occlusion (AO): Simulates soft shadows in crevices and corners where light is occluded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Texture and Mapping Techniques&#039;&#039;&#039;&lt;br /&gt;
**UV Mapping: A method of projecting a 2D texture onto a 3D object by unwrapping its geometry.&lt;br /&gt;
**Tiling: Repeating a texture across a surface for consistent coverage.&lt;br /&gt;
**Projection Mapping: Applying textures based on a 3D projection (e.g., spherical, planar).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Material Concepts&#039;&#039;&#039;&lt;br /&gt;
**PBR (Physically Based Rendering): A shading workflow for creating realistic materials by simulating how light interacts with surfaces in the real world.&lt;br /&gt;
**Subsurface Scattering (SSS): Simulates light penetration and scattering beneath the surface, used for materials like skin, wax, and marble.&lt;br /&gt;
**Environment Map: A 360° image that simulates lighting and reflections from an environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;3D Scanning&#039;&#039;&#039; ===&lt;br /&gt;
Scanning in computer graphics is usually used to create a digital clone of a real-world object, which can be just the geometry/mesh, or include additional colour data in the scanned points, or even be turned into a texture for traditional use in game and video environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scanning is a skill similar to operating a film camera. No amount of expensive equipment can give you a perfect result if it is not operated correctly and scanning results can vary drastically depending on your preparation, experience and skill level. If you are looking for a beginner&#039;s solution to get a nice looking digital object quickly, we would always recommend using a mobile phone scanning app as these are designed for beginners.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Equipment for Scanning:&#039;&#039;&#039;====&lt;br /&gt;
* Laserscanner for large areas, architecture, etc.: Leica BLK360 G1&lt;br /&gt;
** For a general introduction to Leica, Cyclone FIELD 360 app, and creating 3D mesh or Pointcloud, go to [[Introduction to Leica BLK-360 G1]] &lt;br /&gt;
* Handheld scanner for very detailed replicas of smaller objects: [https://www.artec3d.com/de/portable-3d-scanners/artec-eva Artec Eva]&lt;br /&gt;
*Scanning with a Phone/Iphone/Ipad&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Photogrammetry&#039;&#039;&#039;====&lt;br /&gt;
*Taking Pictures &lt;br /&gt;
** [https://www.youtube.com/watch?v=B5hBBFM2I_w&amp;amp;t=127 Very nice introduction to the photogrammetry process in this video by William Faucher]&lt;br /&gt;
** [https://will_faucher.artstation.com/projects/aGoby0 RealityCapture to UE5 - Workflow Tutorial]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/courses/1Xd/unreal-engine-capturing-reality-community-highlight-reality-capture-tutorials/dB34/capturing-reality-realitycapture-making-3d-models-with-your-smartphone RealityCapture: Making 3D Models with your smartphone]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/tutorials/EPrj/capturing-reality-realityscan-turntable Short introduction for using turntable ]&lt;br /&gt;
*Reality Capture/Scan&lt;br /&gt;
** A software (among other software that can do the same) that can turn images and videos it uses the frames as images into 3D models by calculating different perspectives. Also possible to mix with laser scanned data and improve your models measurements or the other way around, improve your laser scans texture by adding some higher res images. Only runs on Windows machines not Mac(All PCs at the lab have the most current version installed).&lt;br /&gt;
*** [https://www.capturingreality.com/sample-datasets Example Files and Datasets for testing]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Splatting/Neural radiance fields : NeRFs&#039;&#039;&#039;====&lt;br /&gt;
*[https://developer.nvidia.com/blog/getting-started-with-nvidia-instant-nerfs/ Getting Started with NVIDIA Instant NeRFs NVIDIA Technical Blog]&lt;br /&gt;
*[https://docs.nerf.studio/ Nerfstudio] (use on linux if you can)&lt;br /&gt;
*[https://github.com/Anttwo/SuGaR [CVPR 2024&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Official PyTorch implementation of SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering]&lt;br /&gt;
*[https://scaniverse.com/news/scaniverse-introduces-support-for-3d-gaussian-splatting Scaniverse 3D Gaussian splatting]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *Using photogrammetry images for texturing laser scans--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;App examples for scanning with a phone:&#039;&#039;&#039;====&lt;br /&gt;
* [https://scaniverse.com/ Scaniverse ]&lt;br /&gt;
* [https://www.unrealengine.com/de/realityscan RealityScan]&lt;br /&gt;
*[https://apps.apple.com/us/app/kiri-engine-3d-scanner-lidar/id1577127142 Kiri Engine]&lt;br /&gt;
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=== &#039;&#039;&#039;CG Lab Software&#039;&#039;&#039;===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
==== &#039;&#039;&#039;Brave Browser&#039;&#039;&#039; ====&lt;br /&gt;
We are sometimes approached by students who are frustrated by the clutter on the internet, especially when they are trying to concentrate and learn, so we decided to mention it here again. [https://brave.com/ Brave] is installed on all the computers in the lab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3D SOFTWARE&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Blender&#039;&#039;&#039; ====&lt;br /&gt;
Very powerful DCC and there are a lot of resources available for online learning. There is a lot of development going on and new versions are being released all the time. This is really cool for getting new features fast. Just watch out for stability. But usually it is possible to open very old projects in the latest version!&lt;br /&gt;
Some parts of Blender may be outdated/buggy because they have not been looked at for a long time. This is normal, but can be hard to spot for beginners.&lt;br /&gt;
&lt;br /&gt;
Blender comes now with procedural modeling:  Geometry Nodes. It is a great way to understand the basics and node based/non-destructive working style. &lt;br /&gt;
&lt;br /&gt;
No licensing required for Blender. Yei!  Lots of free and paid plugin options (be careful, can be a rabbit hole you might not want/need to go down to complete your task/project).&lt;br /&gt;
&lt;br /&gt;
Additionally, blender includes great compositing tools (especially camera tracking results can be impressive).&lt;br /&gt;
&lt;br /&gt;
Amazing 2D/3D Animation Tool Called Grease Pencil!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Blender Quick Start:&#039;&#039;&#039;&lt;br /&gt;
**If you are looking for a great tutorial series to learn Blender from we recommend this one:&lt;br /&gt;
***[https://www.youtube.com/watch?v=e-fetDXDXX8&amp;amp;list=PLgO2ChD7acqH5S3fCO1GbAJC55NeVaCCp 7 part Blender tutorial for complete beginners]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blender Gotchas&#039;&#039;&#039;&lt;br /&gt;
** Blender is awesome for sure, in some cases some things might not always behave as you would expect, so here we want to collect some common settings etc. that might get you into trouble.&lt;br /&gt;
***&#039;&#039;&#039;Preferences Cycles Render Device:&#039;&#039;&#039;&lt;br /&gt;
**** It can happen, that blender defaults to &amp;quot;None&amp;quot; in the Preferences/System/Cycles Render Device. If you would like a GPU to be used you might want to change this to &amp;quot;CUDA&amp;quot; or &amp;quot;Optix&amp;quot; for example. Only if this is set, rendering will be done by the GPU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Blender Pipeline&#039;&#039;&#039; =====&lt;br /&gt;
Daniel Bystedt did an amazing talk on a small studio or one person pipeline for working in Blender in 2019. Of course blender has changed alot since that but we believe you should still watch and learn from his approach how to deal with data in blender. &lt;br /&gt;
The video of this 30 min presentation is this:&lt;br /&gt;
* [https://www.youtube.com/watch?v=Nuoe9h9jQxA/ Creating blender demos glowing tigers and tortured creatures]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Modelling Techniques in Blender&#039;&#039;&#039; =====&lt;br /&gt;
====== &#039;&#039;&#039;Sculpting&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Hard Surface&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Geometry Nodes&#039;&#039;&#039; ======&lt;br /&gt;
*[https://www.youtube.com/@JunichiroHorikawa/playlists Video on Getting Started with Geometry Nodes in Blender 3.0 for Beginners by Junichiro Horikawa]&lt;br /&gt;
*[https://www.youtube.com/watch?v=HFnNpn5Ym4Y Make A Cactus In Blender with Geometry Nodes [Full Course&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Shader/Texture Baking&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=SDqpnfTRtIU How to Bake textures under 3 minutes in Blender Beginner Tutorial]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rigging&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=DDeB4tDVCGY Rigging for impatient people by Joey Carlino (note the top comment on posing from Blender 4.0 on)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=Y2SWwZmwrwM &amp;quot;How to Rig ANYTHING in Blender!&amp;quot; bit more detailed video tutorial by SharpWind]&lt;br /&gt;
*[https://www.youtube.com/watch?v=jIwrswJEFBQ Easy Way To Rig by richstubbsanimation]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rendering&#039;&#039;&#039; =====&lt;br /&gt;
*Preparation and Optimisation&lt;br /&gt;
** Rendering times depend heavily on the way your data flow is set up and optimised. Please refer to this video from Blender Guru for a nice overview on what to look out for: [https://www.youtube.com/watch?v=kIW648Cfo18 Blender Guru Video: 10 Easy Ways to Render Faster in Blender]&lt;br /&gt;
*Cycles&lt;br /&gt;
** Very powerful GPU/CPU Physical render engine. You will probably not need more for 99% of projects if you are looking for “photorealistic” light bouncing aesthetics.&lt;br /&gt;
*Eevee&lt;br /&gt;
** “Realtime” render engine inside blender&lt;br /&gt;
** Great lookdev tool (though with most decent machines you can use cycles with denoise and low samples very well already for that and get better previs)&lt;br /&gt;
** Similar to game engine texture and light calculations (similar pros and cons).&lt;br /&gt;
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==== &#039;&#039;&#039;Houdini&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Behaves usually as you expect it to.&#039;&#039; &lt;br /&gt;
Our current tool of choice. Mainly because of reliability and power.&lt;br /&gt;
&lt;br /&gt;
After using its preset nodes/tools and feeling comfortable with the style of working, it is possible to create your custom tools or get more into coding/TD (technical director) work style.  &lt;br /&gt;
&lt;br /&gt;
Working in houdini will teach you fundamental skills for any 3d/cg work or tool. The educational version, with no technical restrictions for non-commercial work, is available in the CG lab and on the entire KHM intranet. &lt;br /&gt;
&lt;br /&gt;
The apprentice version can be installed on your personal computers with all functions except rendering and exporting. You can render/edit your projects on lab computers and within the KHM intranet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;User Interface (UI) Tips&#039;&#039;&#039;&lt;br /&gt;
** Follow this link for great tips: [https://tokeru.com/cgwiki/HoudiniUserInterfaceTips.html UI Tips from CGWIKI]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Houdini Quick Start:&#039;&#039;&#039;&lt;br /&gt;
** Follow this amazing Entagma series of tutorials if you want to learn the basics of Houdini quickly and well. It is from 2020, but still very helpful:&lt;br /&gt;
*** [https://www.youtube.com/watch?v=t17WRxHRih8&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=1 Houdini In Five Minutes 01: Houdini&#039;s Contexts]&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Common Attributes Cheat Sheet&#039;&#039;&#039;=====&lt;br /&gt;
&#039;&#039;stole this overview from nine between&#039;s video on yt: &amp;quot;What are Attributes? - Speedy Houdini&amp;quot; min 1.32&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*@P - position&lt;br /&gt;
*@Cd - color&lt;br /&gt;
*@N - normal direction&lt;br /&gt;
*@pscale - uniform scale&lt;br /&gt;
*@scale - scale vector&lt;br /&gt;
*@up - axis to align to Y&lt;br /&gt;
*@id - a unique identifier (could be a bundle of points/verts/prims etc. that you define)&lt;br /&gt;
*@name - an identifier&lt;br /&gt;
*@v - velocity&lt;br /&gt;
*@force - a force to apply&lt;br /&gt;
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=====&#039;&#039;&#039;Geometry Network (Surface Operators/SOPs)&#039;&#039;&#039;=====&lt;br /&gt;
The geometry network environment is a visual programming system where you can create and manipulate 3D geometry using a network of nodes, each representing a specific operation or function. These nodes, such as Geometry, Curve, and Point, are connected to form a flowchart-like structure, allowing you to define complex geometry transformations, attributions, and relationships between different parts of the model. The network can be thought of as a recipe, where each node contributes a specific step in the processing of the geometry, and the output of one node becomes the input for the next, enabling the creation of intricate and detailed 3D models. Within this environment, beginners can start by building simple shapes and primitives, such as cubes and spheres, and gradually move on to more complex tasks like extruding curves, scattering points, and manipulating attributes, all while utilizing Houdini’s visual feedback and debugging tools to refine your creations.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Manual &amp;quot;intuitive&amp;quot; Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
*To be clear, Houdini is not known for the common hard surface modelling style you see in most tutorials out there, which mainly use Blender to model a 3D shape very quickly and mainly by grabbing parts of your base geometry and extruding and transforming/expanding them step by step.These days though, we find a similar style of modelling in Houdini as much improved and can be a lot of fun, while retaining most of Houdinis powerful procedural style. We totally understand many cases where you just want to jump into the DCC you feel comfortable with modelling like Blender, C4D etc and we strongly believe in using many different tools for CG. But if you are curious, we would recommend anyone starting with 3D or Houdini to explore the viewport style modelling in Houdini, especially in conjunction with the VDB and remeshing tools. We find this way of modelling to be very useful and even a lot of fun for many use cases. &lt;br /&gt;
** This video example by Simon Houdini (from 2020) is a good starting point that we would recommend: [https://www.youtube.com/watch?v=L-CwpmOjR_s Knife modeling Basic || Houdini Tutorial]&lt;br /&gt;
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====== &#039;&#039;&#039;Procedural Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
Let&#039;s get to where Houdini shines. As mentioned above, modelling in the network by creating recipe-like node systems that can react quickly and flexibly to changes is what brings us a lot of fun in creating computer generated geometry. &lt;br /&gt;
&lt;br /&gt;
We recommend this video example from Entagma for a quick start: [https://www.youtube.com/watch?v=NYIqDpnQrXI Procedurally Modeling A Raspberry]&lt;br /&gt;
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*&#039;&#039;&#039;Scattering&#039;&#039;&#039;&lt;br /&gt;
**[https://www.youtube.com/watch?v=P_qmfyW--Ws&amp;amp;t=1516s Houdini Illume: Controlled Scattering Video Tutorial]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;UV Unwrapping&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
Unwrapping is the process of turning the surface of your 3d model into a 2d representation. So that you can texture it and e.g. bring it into a game engine or simply export your model. Copernicus needs UV Maps for making Shaders!&lt;br /&gt;
&lt;br /&gt;
* This excellent video by Simon Houdini explains the basics of the process in houdini perfectly:&lt;br /&gt;
** [https://www.youtube.com/watch?v=VNX9Qf6a5hs Houdini Unwrapping Techniques: The Basics]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;&#039;Terrain&#039;&#039;&#039;======&lt;br /&gt;
* Quick note on [https://www.sidefx.com/docs/houdini/model/terrain_workflow.html terrain] in houdini:&lt;br /&gt;
**&#039;&#039;Height fields are volumes in houdini. That&#039;s awesome because volumes can be manipulated much faster than a regular mesh consisting of polygons. Therefore your model can be very big and complex while not costing so much until you turn it into a mesh. So, while working on a terrain, before exporting it into a mesh, you will be able to use all logic that applies to any volume modeling technique (VDB SDF etc.).&lt;br /&gt;
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=====&#039;&#039;&#039;Rigging / KineFX / APEX / Character FX /&#039;&#039;&#039;=====&lt;br /&gt;
* [OLDSCHOOL] &#039;&#039;&#039;Kinefx / Character FX video links:&#039;&#039;&#039;&lt;br /&gt;
**[https://www.sidefx.com/tutorials/foundations-rig-fur-dude-with-kinefx/ Foundations Rig Fur Dude with KineFX SideFX]&lt;br /&gt;
**[https://tokeru.com/cgwiki/HoudiniKinefx.html Kinefx - Houdini and CG tips]&lt;br /&gt;
**[https://www.youtube.com/watch?v=KzH18TvHmCE Why Rig in Houdini? Houdini Rigging Webinar]&lt;br /&gt;
**[https://www.youtube.com/watch?v=cxs7BTTHCH8&amp;amp;t=1s Handy RIGGING &amp;amp; ANIMATION Tricks in Houdini using KineFX]&lt;br /&gt;
&lt;br /&gt;
* [NEWER/FASTER] &#039;&#039;&#039;APEX Rigging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Want to learn what APEX in Houdini currently is? Check our this overview: *[https://www.tokeru.com/cgwiki/HoudiniApex.html Apex Overview by Matt Estela]&lt;br /&gt;
&lt;br /&gt;
**[https://www.youtube.com/watch?v=Rmx17u80wEE Video Tutorial APEX - Ep.02: Rigging a Character by Entagma]&lt;br /&gt;
**[https://www.youtube.com/watch?v=sv8fVcgKB5o Character Rigging in Houdini 20.5 | FULL BIPED APEX RIG Video Tutorial by Max Rose]&lt;br /&gt;
**[https://www.sidefx.com/tutorials/kinefx-rigging-with-apex-1/ KINEFX RIGGING WITH APEX]&lt;br /&gt;
**[https://www.youtube.com/watch?v=U9-e5p0j7so apex overview video by matt estela]&lt;br /&gt;
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=====&#039;&#039;&#039; Copernicus/COPs/Materials&#039;&#039;&#039;=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; !!! Houdini 20.5 ships with Copernicus as BETA. There may be some problems, especially on Macbooks, where the viewport does not update. Be aware of this! You can try restarting Houdini and/or going to Labs/Refresh Viewport. !!!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Copernicus environment, also known as COP, is a 2D and 3D GPU image processing framework that enables real-time image manipulation within a 3D space. This framework consists of COP nodes, which provide a unique node body with a preview thumbnail, and can be wired together to control the flow of layer and geometry data. COP nodes fully interoperate with Surface Operators (SOPs), allowing seamless integration between 2D and 3D workflows, and can export results as images or volumes. The default image space ranges from -1 to 1, preserving the pixel aspect ratio, and texture space ranges from 0 to 1 across the data window and buffer space, useful for mapping textures. As of Houdini 20.5, Copernicus nodes are recommended instead of Compositing nodes, with the Compositing network now designated as COP Network - Old.&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-organic-textures/ How To Create Organic Textures / Video Tutorial Sidefx]&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-tile-based-textures/ How To Create Tile Based Textures / Video Tutorial Sidefx]&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=dn5zNrH_cFQ Solve visible seams problem in COPs: Houdini 20.5 - Rasterize attributes using VEX in COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=9xZFu2XJTBA/ Terrain COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=hsQZD2CxwAE7 UDIMS in COPs]&lt;br /&gt;
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* [https://www.youtube.com/watch?v=c1jupIDfQ_I Decals in Copernicus]&lt;br /&gt;
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=====&#039;&#039;&#039;Solaris Environment&#039;&#039;&#039;=====&lt;br /&gt;
Solaris is an Environment for look development, layout, and lighting tools that utilizes Universal Scene Description (USD) at its core, allowing you to create complex scenes comprising multiple assets within a single graph. This environment enables you to efficiently manage and organize assets, variants, and physical editing, streamlining the workflow for tasks such as setting up lighting, cameras, and materials. Solaris integrates seamlessly with Houdini’s existing tools and nodes, providing a unified platform for you to work on scene assembly, layout, and lighting, while also supporting collaboration and data exchange with other software applications. As a beginner, you can leverage Solaris in Houdini to create and manipulate scenes, manage assets, and set up lighting and cameras, all within a cohesive environment.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Material Linker&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
The Material Linker Node is the easiest way to add Materials to imported Geometry in LOPS.&lt;br /&gt;
Check out this short video for a perfect explanation what you can do with it and how to use it:&lt;br /&gt;
*[https://www.youtube.com/watch?v=_KTBWtGu79s Material Linker Video Explanation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;KARMA Rendering&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/docs/houdini/news/20/karma.html What’s new Karma Houdini 20]&lt;br /&gt;
*[https://www.youtube.com/watch?v=4bYLqimlTr8  Entagma Video: New In Houdini 20: Karma - Physical Sky, Thin Walled Transmission, Material Linker And More]&lt;br /&gt;
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=====&#039;&#039;&#039;VOPs&#039;&#039;&#039;=====&lt;br /&gt;
*Node based visual coding system. As fast and powerful as VEX but no actual coding needed.&lt;br /&gt;
*Same performance as VEX. If you are not a person familiar with code we always recommend learning VOP’s before VEX!&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;VEX&#039;&#039;&#039;=====&lt;br /&gt;
*Coding language inside Houdini. Very powerful because it is fast and most of the time cheap on computing power. TIPP:  Not that suitable for Noise (VOPs are just more intuitive way for using that)&lt;br /&gt;
*Attributes cheat sheet:&lt;br /&gt;
** [https://wiki.johnkunz.com/index.php?title=VEX_Attribute_Glossary VEX Attribute Glossary - kunz]&lt;br /&gt;
*VEX video links:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bR0V4bADRxY Creating Geometry With VEX]&lt;br /&gt;
**[https://www.youtube.com/watch?feature=shared&amp;amp;v=2jg0lTHf1ss Procedural Subdivision Lines - Creating Control Curves]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Plugins&#039;&#039;&#039;=====&lt;br /&gt;
*MOPs&lt;br /&gt;
**[https://www.motionoperators.com/ Motion Operators for Houdini]&lt;br /&gt;
*MLOPs&lt;br /&gt;
**[https://www.sidefx.com/tutorials/introducing-mlops-machine-learning-operators/ MLOPS Introducing Machine Learning Operators SideFX]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Machine Learning&#039;&#039;&#039;=====&lt;br /&gt;
Houdini provides a platform for machine learning (ML) that supports synthetic data generation, preprocessing, training models, exporting trained models, and deploying trained models. &lt;br /&gt;
&lt;br /&gt;
* ML Deformer Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-deformer/ here]&lt;br /&gt;
* ML Terrain Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-terrain/ here]&lt;br /&gt;
* [https://www.sidefx.com/docs/houdini/nodes/sop/onnx.html ONNX Inference geometry node Sidefx Documentation Link]&lt;br /&gt;
* [https://www.youtube.com/watch?v=aCAatiY53s8 Entagma Video on Machine Learning with ONNX in Houdini 20]&lt;br /&gt;
* Machine Learning Operators Plugin (got to: Plugins/MLOPs)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039; Channel Operators CHOPS &#039;&#039;&#039; =====&lt;br /&gt;
Channel operators, or CHOPs, are tools in Houdini used for creating and manipulating channel data, which includes animation curves and other time-varying information. Its a great way to controll visuals with an audio signal similar to e.g. touchdesigner.&lt;br /&gt;
*[https://www.youtube.com/watch?v=qwnIPazdeZY Video Tutorial for Audio Driven Animation - Houdini 18 by VoxelFX]&lt;br /&gt;
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===== &#039;&#039;&#039; More Houdini online resources&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.tokeru.com/cgwiki/Houdini.html CGWiki tokeru]&lt;br /&gt;
*[https://www.sidefx.com/learn-main-menu/start-here/ Sidefx Learn]&lt;br /&gt;
*[https://entagma.com/ Entagma]&lt;br /&gt;
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==== &#039;&#039;&#039;Unreal Engine&#039;&#039;&#039; ====&lt;br /&gt;
Very realistic looking (outdoor) light and material rendering engine for real-time and very fast rendering. Usually used with imported geometry from other programs (Blender, Houdini etc.), but has the potential to create worlds, animations and simulations inside.&lt;br /&gt;
* &#039;&#039;&#039;Shuree has prepared a lot of information for you at the [[Unreal Club|Engine Club site]]. Check it out!&#039;&#039;&#039;&lt;br /&gt;
** [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners Documentation For Complete Beginners]&lt;br /&gt;
=====&#039;&#039;&#039;Version Control&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.anchorpoint.app/ Anchorpoint App]&lt;br /&gt;
=====&#039;&#039;&#039;Unreal Multi-GPU Setup&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.youtube.com/watch?v=Io6oSCYkLg0  Multi-GPU Tutorial in Unreal Engine! By Alex Pearce]&lt;br /&gt;
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=== &#039;&#039;&#039;CG/3D Production Pipeline And File Formats&#039;&#039;&#039; ===&lt;br /&gt;
==== USD (Universal Scene Description)====&lt;br /&gt;
&lt;br /&gt;
Pixar USD is an open-source framework and file format that enables non-destructive collaboration and data exchange between multiple 3D applications and departments, allowing artists to work together on complex scenes and projects without losing data or compromising their work.&lt;br /&gt;
&lt;br /&gt;
*[https://openusd.org/release/intro.html Introduction to USD]&lt;br /&gt;
*[https://openusd.org/release/glossary.html USD Terminology]&lt;br /&gt;
*[https://tokeru.com/cgwiki/UsdGuide.html#table-of-contents cgwiki/UsdGuide]&lt;br /&gt;
&lt;br /&gt;
* Video presentation on the current state of USD for small teams/freelancers as a pipeline tool:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bwkCfp6G-F8/ USD and Solaris in a Real-time Pipeline for Indie Studios and Freelancers| Paul Booth]&lt;br /&gt;
* Long presentation on a bigger production and their experience with USD:&lt;br /&gt;
** [https://www.youtube.com/watch?v=L9pMvbET7YU LOPs of love from the USD pipeline at Rebellion]&lt;br /&gt;
*Complete videoguide on USD for Houdini/Solaris:&lt;br /&gt;
**[https://www.youtube.com/watch?v=cE-Bbdspu_8&amp;amp;t=2746s 3D USD Masterclass: Scene Assembly and Rendering / Nine Between]&lt;br /&gt;
&lt;br /&gt;
==== GLTF/GLB ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The core of [https://www.khronos.org/gltf/ glTF] is a JSON file that describes the structure and composition of a scene containing 3D models, which can be stored in a single binary glTF file (.glb). The top-level elements of the file include: Scenes and nodes, cameras, meshes, buffers, materials, textures, skins and animations.&lt;br /&gt;
&lt;br /&gt;
In 2022 glTF 2.0 was released as the ISO/IEC 12113:2022 International standard, recognizing glTF&#039;s global position as a 3D asset format.&amp;quot;&lt;br /&gt;
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=== &#039;&#039;&#039;3D Animation&#039;&#039;&#039; ===&lt;br /&gt;
==== Keyframe Animation ====&lt;br /&gt;
A Keyframe is simply a marker of time that stores the value of a property.&amp;lt;ref&amp;gt;[https://docs.blender.org/manual/en/latest/animation/keyframes/introduction.html]&amp;lt;/ref&amp;gt; Keyframing is the recording of a parameter’s value at a specific moment in time, advancing the time, then recording the value again.&amp;lt;ref&amp;gt;[https://help.autodesk.com/view/MOBPRO/2025/ENU/?guid=GUID-7E4641AA-9D59-4DB5-9A19-19D2D1A83718]&amp;lt;/ref&amp;gt; Animation consists of frames, a series of drawings, renderings, or photos that, when played back at high speed, are interpreted by the human eye as continuous movement. The concept is the same as that of filmed movies, where individual images on a film strip are played back at high speed to create the illusion of motion.&amp;lt;ref&amp;gt;[https://www.unrealengine.com/en-US/explainers/animation/how-to-do-keyframe-animation-in-unreal-engine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
=====Terminology related to keyframe animation=====&lt;br /&gt;
*Interpolation (sometimes called tweening or easing) determines how values change between keyframes or sampled data points.&lt;br /&gt;
** Linear Interpolation (LERP)&lt;br /&gt;
***Changes happen at a constant rate between keyframes.&lt;br /&gt;
***Produces steady motion but can feel mechanical or abrupt.&lt;br /&gt;
**Step (or Constant) Interpolation&lt;br /&gt;
***The value jumps directly at the keyframe, with no transition in between.&lt;br /&gt;
***Useful for hold poses, sudden switches, or non-continuous data (like game states).&lt;br /&gt;
**Bezier / Spline Interpolation (e.g., Cubic, Hermite, Catmull–Rom, B-splines)&lt;br /&gt;
***Curved interpolation controlled by tangents or handles.&lt;br /&gt;
***Produces smooth, natural-looking animation.&lt;br /&gt;
***Most DCC tools (Blender, Maya, 3ds Max) use Bezier splines by default for keyframes.&lt;br /&gt;
**Ease In / Ease Out (Easing Curves)&lt;br /&gt;
***Specialized splines where motion gradually accelerates (ease in) or decelerates (ease out).&lt;br /&gt;
***Makes movement feel more organic and less robotic.&lt;br /&gt;
**Spherical Linear Interpolation (SLERP)&lt;br /&gt;
***Used for rotations represented by quaternions.&lt;br /&gt;
***Ensures smooth rotation without distortions or gimbal lock.&lt;br /&gt;
***Very common in games and mocap retargeting.&lt;br /&gt;
**Extrapolation&lt;br /&gt;
***How motion continues beyond the first/last keyframe (constant, linear, cyclic)&lt;br /&gt;
&lt;br /&gt;
==== Procedural Animation ====&lt;br /&gt;
Procedural animation is based on algorithms and rules, rather than pre-defined keyframes.&lt;br /&gt;
==== Animating with Motion Capture ====&lt;br /&gt;
==== Animating with other tools ====&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10629</id>
		<title>CG Lab</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10629"/>
		<updated>2025-09-30T13:14:00Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
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&lt;div&gt;=== &#039;&#039;&#039;Welcome&#039;&#039;&#039; ===&lt;br /&gt;
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Hi there,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki is where we will collect resources for software, workflows and equipment in the CG Lab&#039;&#039;&#039;. Inspired by Matt Estela&#039;s&lt;br /&gt;
one and only [https://tokeru.com/cgwiki/ CG Wiki] but more specific KHM media artists student oriented. The wiki is intended as a quick guide to where to find online resources related to KHM labs and computer graphics seminars.&lt;br /&gt;
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If something comes up in seminars or in conversation, we will add it here. Don&#039;t expect it to be complete in the near future. It&#039;s meant to give you quick access to information that students often ask for, or that we think is important. If you are missing any information that you would like to see added here, please do not hesitate to contact us via our KHM mail.&lt;br /&gt;
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If you feel you need more information or advice, you can also make an appointment with us or with one of us individually.&lt;br /&gt;
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[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
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[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
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&#039;&#039;In general, we don&#039;t believe that one software/company/tool is always the best or always right, we just try to give you the best way to work with what we have and know. We are always open to new suggestions and are constantly comparing and testing different tools. If you are in doubt, you can always try the free tool [https://www.blender.org/download/ blender] for almost any cg related task and/or try software in our lab first. We strongly recommend that you only buy software that you are really sure you need and want to use.&#039;&#039;&lt;br /&gt;
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=== &#039;&#039;&#039;CG Terminology&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
There is a certain language used in computer graphics, 3D arts and sciences. We will try to collect here some of the main terms that you will come across in online resources and in everyday use. Some are simple, some are more advanced. To create digital art, you will usually get by without fully understanding all of these concepts. However, we recommend that you look them up. In general it will help you to at least remember that you have heard of something when you come across it. If you are planning to make 3D your main artistic tool, we think you need to have a good understanding of them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SFX&#039;&#039;&#039;&lt;br /&gt;
**Effects that are being done and work on a location or film set&lt;br /&gt;
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* &#039;&#039;&#039;VFX&#039;&#039;&#039;&lt;br /&gt;
**Effects post filming and editing&lt;br /&gt;
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* &#039;&#039;&#039;CGI&#039;&#039;&#039;&lt;br /&gt;
**Fully computer generated images&lt;br /&gt;
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&#039;&#039;You can mix sfx,vfx and cgi and it&#039;s being done alot and it&#039;s  often hard to tell what&#039;s what (“invisible” effects).&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
* &#039;&#039;&#039;AI / Machine Learning / Generative AI / Diffusion etc..&#039;&#039;&#039;&lt;br /&gt;
** Much debated etc. you know the drill... You can generate video, 3d models and animation with text or image inputs depending on your hardware, money and skill level train your own datasets and it comes with all the environmental and ethical consequences. Lots of space for experimenting and so far in cg includes like other tools alot of tweaking and fixing technicalities. You can find many different tools for many different tasks online and try them out. And all that while reading [https://discover.khm.de/discovery/fulldisplay?docid=alma990000963650106473&amp;amp;context=L&amp;amp;vid=49HBZ_KHM:VU1&amp;amp;lang=de&amp;amp;search_scope=MyInstitution&amp;amp;adaptor=Local%20Search%20Engine&amp;amp;tab=LibraryCatalog&amp;amp;query=any,contains,atlas%20of%20ai&amp;amp;offset=0 Atlas of AI - Power, Politics, and the Planetary Costs of Artificial Intelligence by Kate Crawford]. What a time to be alive!&lt;br /&gt;
** If you are interested in regard to the current (2025) pipeline and tools at the CG Lab this video might be interesting for you: [https://www.youtube.com/watch?v=UqjHfp927uo Leveraging generative AI for 3D content generation | Moritz Schwind | FMX HIVE 2025] this is specifically about Houdini workflows but most of the topics, workflow experiments and tools discussed are relevant for other worfklows/tools aswell.&lt;br /&gt;
&lt;br /&gt;
====Basic 3D Graphics Terminology:====&lt;br /&gt;
&lt;br /&gt;
* GEOMETRY&lt;br /&gt;
**&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*** [https://www.youtube.com/watch?v=ic7bbGMNP_U/ What are Attributes? - Speedy Houdini]&lt;br /&gt;
*** [https://www.youtube.com/watch?v=oS6qiB_ukwI&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=3/ Attributes In Our Geo Stream / Entagma]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Vectors&#039;&#039;&#039;: [https://www.youtube.com/watch?v=H9U4DzjUB-U/ What are Vectors? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Voxels&#039;&#039;&#039;: [https://www.youtube.com/watch?v=dSDuR-45W6Y/  What are Voxels? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Normals&#039;&#039;&#039;: [https://www.youtube.com/watch?v=hkTjreiookM&amp;amp;t=1s/ 3D Basics - What are Normals?]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Mesh&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Watertight:&#039;&#039;&#039; &lt;br /&gt;
****A term used to describe topological properties of a 3D mesh or surface. A mesh is considered watertight if it has no gaps, holes, or missing triangles (faces). In other words, it is a continuous, unbroken surface that would prevent water from seeping through. This property is essential for 3D printing, computer-aided design (CAD), and other applications where a solid, enclosed volume is required.&lt;br /&gt;
***&#039;&#039;&#039;Manifold:&#039;&#039;&#039; A mesh is considered manifold if it satisfies two conditions:&lt;br /&gt;
**** 1. Each edge is incident to only one or two faces. This ensures that edges are properly connected to the surrounding faces.&lt;br /&gt;
**** 2. The faces incident to a vertex form a closed or open fan. This means that the faces attached to a vertex can be continuously deformed into a disk (closed fan) or a cone (open fan) without tearing or stretching the mesh.&lt;br /&gt;
&lt;br /&gt;
* WORK AREAS:&lt;br /&gt;
** &#039;&#039;&#039;Modelling&#039;&#039;&#039;&lt;br /&gt;
*** Creating the 3D shape and structure of objects, characters, or environments using digital sculpting or polygon/mesh manipulation tools.&lt;br /&gt;
** &#039;&#039;&#039;Texturing /Shading&#039;&#039;&#039;&lt;br /&gt;
***Texturing/Shading: Applying surface details, colors, patterns, and material properties to make 3D models look realistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Rigging&#039;&#039;&#039;&lt;br /&gt;
***Building a digital skeleton inside a 3D character or object that allows it to be moved and deformed for animation.&lt;br /&gt;
*** [https://www.youtube.com/watch?v=3RSwjZLClRc 3D Rigging is Beautiful, Here&#039;s How It Works! by Doodley]&lt;br /&gt;
**&#039;&#039;&#039;Animating&#039;&#039;&#039;&lt;br /&gt;
***Bringing characters and objects to life by creating movement, defining how they act and interact over time.&lt;br /&gt;
**&#039;&#039;&#039;Lookdev /Layout/ Staging&#039;&#039;&#039;&lt;br /&gt;
*** Designing the visual composition, lighting, camera placement, and overall aesthetic feel of a 3D scene.&lt;br /&gt;
**&#039;&#039;&#039;Rendering&#039;&#039;&#039;&lt;br /&gt;
*** The final process of converting 3D scene data into a 2D image or animation sequence, calculating how light, materials, textures, and camera settings interact to produce the ultimate visual output that looks photorealistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Pipeline&#039;&#039;&#039;&lt;br /&gt;
***The systematic workflow and technical process of moving a 3D project through different production stages from concept to final render.&lt;br /&gt;
**&#039;&#039;&#039;Physics Simulation&#039;&#039;&#039;&lt;br /&gt;
***Using mathematical algorithms to realistically simulate natural behaviors like gravity, cloth movement, fluid dynamics, and object interactions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====More advanced (code based) Terminology====&lt;br /&gt;
**&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
***An integer is a whole number, either positive, negative, or zero, without a fractional part, and can be represented as …, -3, -2, -1, 0, 1, 2, 3, … in the set of integers (Z).&lt;br /&gt;
**&#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
***Float in coding refers to a fundamental data type used to represent numeric values with decimal points, allowing for the storage and manipulation of fractional numbers, such as 1.23, 87.425, or 9039454.2, in programming languages like C, C++, C#, and others. &lt;br /&gt;
***&#039;&#039;In 3D graphics, floats are often used to store coordinates, vectors, and other numerical values with decimal precision, enabling accurate calculations and transformations of 3D objects.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
***In coding, a string is a sequence of characters, such as letters, digits, or symbols, stored as a single data type, often used to represent human-readable text, and can be implemented as a fixed-length array or a dynamic buffer with varying lengths, depending on the programming language and its libraries. &lt;br /&gt;
***&#039;&#039;In 3D, a string can refer to a sequence of connected vertices or control points that define a curve or surface, used to model complex shapes and geometries in computer-aided design (CAD) systems, computer-generated imagery (CGI), and 3D modeling software.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot Product&#039;&#039;&#039;&lt;br /&gt;
***In coding, the dot product (also known as scalar product) is a mathematical operation that computes the sum of the products of corresponding elements (components) of two vectors, resulting in a scalar value representing the magnitude and direction of their alignment. &lt;br /&gt;
***[https://www.youtube.com/watch?v=YiAtM4EpQ4U&amp;amp;t=210s/ Essential TD Skills: Designing &amp;amp; Implementing Algorithms] &#039;&#039;starting from 03:30&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Vector Normalization&#039;&#039;&#039;&lt;br /&gt;
***Scaling a vector to have a magnitude of 1, while preserving its direction. Normalizing vectors is essential for consistent lighting and shading calculations. It ensures that vectors used in calculations, such as dot products and cross products, have a standardized length, allowing for accurate and predictable results.&lt;br /&gt;
** &#039;&#039;&#039;Quaternions&#039;&#039;&#039;&lt;br /&gt;
*** Quaternions in computer graphics are used to represent three-dimensional rotations efficiently, providing advantages over traditional Euler angles and enabling smooth interpolation between orientations.&lt;br /&gt;
***[https://www.youtube.com/watch?v=bKd2lPjl92c How to use Quaternions (Video from Positive Altitude)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Material/Shader/Texture Terminology====&lt;br /&gt;
*&#039;&#039;&#039;Core Material Properties&#039;&#039;&#039;&lt;br /&gt;
**Base Color: The fundamental color of the material, often a simple texture or flat color.&lt;br /&gt;
**Albedo: Similar to base color but excludes shadow and lighting data for physically accurate rendering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reflectivity and Surface Interaction&#039;&#039;&#039;&lt;br /&gt;
**Metalness (Metallic): Defines whether a surface behaves like metal (high reflectivity and color-tinted reflections) or a non-metal (dielectric).&lt;br /&gt;
**Specular: Controls the intensity and sharpness of reflections for non-metal materials.&lt;br /&gt;
**Roughness: Defines how smooth or rough a surface is, affecting how sharp or diffuse reflections appear.&lt;br /&gt;
**Sheen: Adds a soft, fabric-like glow to the edges of a material, often used for materials like velvet or satin.&lt;br /&gt;
**Glossiness: Often the inverse of roughness, controlling the clarity of reflections.&lt;br /&gt;
**Anisotropy: Controls the directional stretching of reflections, commonly seen in materials like brushed metal, hair, or textiles.&lt;br /&gt;
**BRDF (Bidirectional Reflectance Distribution Function): Describes how light reflects off a surface based on angles of incidence and reflection.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lighting and Special Effects&#039;&#039;&#039;&lt;br /&gt;
**Emission: Makes the material emit light, creating glowing effects independent of scene lighting.&lt;br /&gt;
**Opacity: Controls the visibility of an object; lower values make it transparent.&lt;br /&gt;
**Transparency: A broader term for allowing light to pass through a surface, often combined with refraction effects.&lt;br /&gt;
**Transmission: Specifies how much light passes through a material, commonly used for glass or liquids.&lt;br /&gt;
**Refraction: Simulates light bending as it passes through transparent objects.&lt;br /&gt;
**IOR (Index of Refraction): Determines the degree of light bending for transparent materials (e.g., glass, water, diamonds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surface Detail&#039;&#039;&#039;&lt;br /&gt;
**Normal Map: Adds fine surface details (like bumps or grooves) by altering surface normals without changing geometry.&lt;br /&gt;
**Bump Map: A grayscale texture for simulating surface details by modifying the apparent height of surface features.&lt;br /&gt;
**Height Map (Displacement Map): Represents elevation data to physically modify the geometry of a surface for greater realism.&lt;br /&gt;
**Ambient Occlusion (AO): Simulates soft shadows in crevices and corners where light is occluded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Texture and Mapping Techniques&#039;&#039;&#039;&lt;br /&gt;
**UV Mapping: A method of projecting a 2D texture onto a 3D object by unwrapping its geometry.&lt;br /&gt;
**Tiling: Repeating a texture across a surface for consistent coverage.&lt;br /&gt;
**Projection Mapping: Applying textures based on a 3D projection (e.g., spherical, planar).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Material Concepts&#039;&#039;&#039;&lt;br /&gt;
**PBR (Physically Based Rendering): A shading workflow for creating realistic materials by simulating how light interacts with surfaces in the real world.&lt;br /&gt;
**Subsurface Scattering (SSS): Simulates light penetration and scattering beneath the surface, used for materials like skin, wax, and marble.&lt;br /&gt;
**Environment Map: A 360° image that simulates lighting and reflections from an environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;3D Scanning&#039;&#039;&#039; ===&lt;br /&gt;
Scanning in computer graphics is usually used to create a digital clone of a real-world object, which can be just the geometry/mesh, or include additional colour data in the scanned points, or even be turned into a texture for traditional use in game and video environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scanning is a skill similar to operating a film camera. No amount of expensive equipment can give you a perfect result if it is not operated correctly and scanning results can vary drastically depending on your preparation, experience and skill level. If you are looking for a beginner&#039;s solution to get a nice looking digital object quickly, we would always recommend using a mobile phone scanning app as these are designed for beginners.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Equipment for Scanning:&#039;&#039;&#039;====&lt;br /&gt;
* Laserscanner for large areas, architecture, etc.: Leica BLK360 G1&lt;br /&gt;
** For a general introduction to Leica, Cyclone FIELD 360 app, and creating 3D mesh or Pointcloud, go to [[Introduction to Leica BLK-360 G1]] &lt;br /&gt;
* Handheld scanner for very detailed replicas of smaller objects: [https://www.artec3d.com/de/portable-3d-scanners/artec-eva Artec Eva]&lt;br /&gt;
*Scanning with a Phone/Iphone/Ipad&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Photogrammetry&#039;&#039;&#039;====&lt;br /&gt;
*Taking Pictures &lt;br /&gt;
** [https://www.youtube.com/watch?v=B5hBBFM2I_w&amp;amp;t=127 Very nice introduction to the photogrammetry process in this video by William Faucher]&lt;br /&gt;
** [https://will_faucher.artstation.com/projects/aGoby0 RealityCapture to UE5 - Workflow Tutorial]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/courses/1Xd/unreal-engine-capturing-reality-community-highlight-reality-capture-tutorials/dB34/capturing-reality-realitycapture-making-3d-models-with-your-smartphone RealityCapture: Making 3D Models with your smartphone]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/tutorials/EPrj/capturing-reality-realityscan-turntable Short introduction for using turntable ]&lt;br /&gt;
*Reality Capture/Scan&lt;br /&gt;
** A software (among other software that can do the same) that can turn images and videos it uses the frames as images into 3D models by calculating different perspectives. Also possible to mix with laser scanned data and improve your models measurements or the other way around, improve your laser scans texture by adding some higher res images. Only runs on Windows machines not Mac(All PCs at the lab have the most current version installed).&lt;br /&gt;
*** [https://www.capturingreality.com/sample-datasets Example Files and Datasets for testing]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Splatting/Neural radiance fields : NeRFs&#039;&#039;&#039;====&lt;br /&gt;
*[https://developer.nvidia.com/blog/getting-started-with-nvidia-instant-nerfs/ Getting Started with NVIDIA Instant NeRFs NVIDIA Technical Blog]&lt;br /&gt;
*[https://docs.nerf.studio/ Nerfstudio] (use on linux if you can)&lt;br /&gt;
*[https://github.com/Anttwo/SuGaR [CVPR 2024&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Official PyTorch implementation of SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering]&lt;br /&gt;
*[https://scaniverse.com/news/scaniverse-introduces-support-for-3d-gaussian-splatting Scaniverse 3D Gaussian splatting]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *Using photogrammetry images for texturing laser scans--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;App examples for scanning with a phone:&#039;&#039;&#039;====&lt;br /&gt;
* [https://scaniverse.com/ Scaniverse ]&lt;br /&gt;
* [https://www.unrealengine.com/de/realityscan RealityScan]&lt;br /&gt;
*[https://apps.apple.com/us/app/kiri-engine-3d-scanner-lidar/id1577127142 Kiri Engine]&lt;br /&gt;
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=== &#039;&#039;&#039;CG Lab Software&#039;&#039;&#039;===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
==== &#039;&#039;&#039;Brave Browser&#039;&#039;&#039; ====&lt;br /&gt;
We are sometimes approached by students who are frustrated by the clutter on the internet, especially when they are trying to concentrate and learn, so we decided to mention it here again. [https://brave.com/ Brave] is installed on all the computers in the lab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3D SOFTWARE&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Blender&#039;&#039;&#039; ====&lt;br /&gt;
Very powerful DCC and there are a lot of resources available for online learning. There is a lot of development going on and new versions are being released all the time. This is really cool for getting new features fast. Just watch out for stability. But usually it is possible to open very old projects in the latest version!&lt;br /&gt;
Some parts of Blender may be outdated/buggy because they have not been looked at for a long time. This is normal, but can be hard to spot for beginners.&lt;br /&gt;
&lt;br /&gt;
Blender comes now with procedural modeling:  Geometry Nodes. It is a great way to understand the basics and node based/non-destructive working style. &lt;br /&gt;
&lt;br /&gt;
No licensing required for Blender. Yei!  Lots of free and paid plugin options (be careful, can be a rabbit hole you might not want/need to go down to complete your task/project).&lt;br /&gt;
&lt;br /&gt;
Additionally, blender includes great compositing tools (especially camera tracking results can be impressive).&lt;br /&gt;
&lt;br /&gt;
Amazing 2D/3D Animation Tool Called Grease Pencil!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Blender Quick Start:&#039;&#039;&#039;&lt;br /&gt;
**If you are looking for a great tutorial series to learn Blender from we recommend this one:&lt;br /&gt;
***[https://www.youtube.com/watch?v=e-fetDXDXX8&amp;amp;list=PLgO2ChD7acqH5S3fCO1GbAJC55NeVaCCp 7 part Blender tutorial for complete beginners]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blender Gotchas&#039;&#039;&#039;&lt;br /&gt;
** Blender is awesome for sure, in some cases some things might not always behave as you would expect, so here we want to collect some common settings etc. that might get you into trouble.&lt;br /&gt;
***&#039;&#039;&#039;Preferences Cycles Render Device:&#039;&#039;&#039;&lt;br /&gt;
**** It can happen, that blender defaults to &amp;quot;None&amp;quot; in the Preferences/System/Cycles Render Device. If you would like a GPU to be used you might want to change this to &amp;quot;CUDA&amp;quot; or &amp;quot;Optix&amp;quot; for example. Only if this is set, rendering will be done by the GPU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Blender Pipeline&#039;&#039;&#039; =====&lt;br /&gt;
Daniel Bystedt did an amazing talk on a small studio or one person pipeline for working in Blender in 2019. Of course blender has changed alot since that but we believe you should still watch and learn from his approach how to deal with data in blender. &lt;br /&gt;
The video of this 30 min presentation is this:&lt;br /&gt;
* [https://www.youtube.com/watch?v=Nuoe9h9jQxA/ Creating blender demos glowing tigers and tortured creatures]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Modelling Techniques in Blender&#039;&#039;&#039; =====&lt;br /&gt;
====== &#039;&#039;&#039;Sculpting&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Hard Surface&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Geometry Nodes&#039;&#039;&#039; ======&lt;br /&gt;
*[https://www.youtube.com/@JunichiroHorikawa/playlists Video on Getting Started with Geometry Nodes in Blender 3.0 for Beginners by Junichiro Horikawa]&lt;br /&gt;
*[https://www.youtube.com/watch?v=HFnNpn5Ym4Y Make A Cactus In Blender with Geometry Nodes [Full Course&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Shader/Texture Baking&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=SDqpnfTRtIU How to Bake textures under 3 minutes in Blender Beginner Tutorial]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rigging&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=DDeB4tDVCGY Rigging for impatient people by Joey Carlino (note the top comment on posing from Blender 4.0 on)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=Y2SWwZmwrwM &amp;quot;How to Rig ANYTHING in Blender!&amp;quot; bit more detailed video tutorial by SharpWind]&lt;br /&gt;
*[https://www.youtube.com/watch?v=jIwrswJEFBQ Easy Way To Rig by richstubbsanimation]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rendering&#039;&#039;&#039; =====&lt;br /&gt;
*Preparation and Optimisation&lt;br /&gt;
** Rendering times depend heavily on the way your data flow is set up and optimised. Please refer to this video from Blender Guru for a nice overview on what to look out for: [https://www.youtube.com/watch?v=kIW648Cfo18 Blender Guru Video: 10 Easy Ways to Render Faster in Blender]&lt;br /&gt;
*Cycles&lt;br /&gt;
** Very powerful GPU/CPU Physical render engine. You will probably not need more for 99% of projects if you are looking for “photorealistic” light bouncing aesthetics.&lt;br /&gt;
*Eevee&lt;br /&gt;
** “Realtime” render engine inside blender&lt;br /&gt;
** Great lookdev tool (though with most decent machines you can use cycles with denoise and low samples very well already for that and get better previs)&lt;br /&gt;
** Similar to game engine texture and light calculations (similar pros and cons).&lt;br /&gt;
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==== &#039;&#039;&#039;Houdini&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Behaves usually as you expect it to.&#039;&#039; &lt;br /&gt;
Our current tool of choice. Mainly because of reliability and power.&lt;br /&gt;
&lt;br /&gt;
After using its preset nodes/tools and feeling comfortable with the style of working, it is possible to create your custom tools or get more into coding/TD (technical director) work style.  &lt;br /&gt;
&lt;br /&gt;
Working in houdini will teach you fundamental skills for any 3d/cg work or tool. The educational version, with no technical restrictions for non-commercial work, is available in the CG lab and on the entire KHM intranet. &lt;br /&gt;
&lt;br /&gt;
The apprentice version can be installed on your personal computers with all functions except rendering and exporting. You can render/edit your projects on lab computers and within the KHM intranet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;User Interface (UI) Tips&#039;&#039;&#039;&lt;br /&gt;
** Follow this link for great tips: [https://tokeru.com/cgwiki/HoudiniUserInterfaceTips.html UI Tips from CGWIKI]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Houdini Quick Start:&#039;&#039;&#039;&lt;br /&gt;
** Follow this amazing Entagma series of tutorials if you want to learn the basics of Houdini quickly and well. It is from 2020, but still very helpful:&lt;br /&gt;
*** [https://www.youtube.com/watch?v=t17WRxHRih8&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=1 Houdini In Five Minutes 01: Houdini&#039;s Contexts]&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Common Attributes Cheat Sheet&#039;&#039;&#039;=====&lt;br /&gt;
&#039;&#039;stole this overview from nine between&#039;s video on yt: &amp;quot;What are Attributes? - Speedy Houdini&amp;quot; min 1.32&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*@P - position&lt;br /&gt;
*@Cd - color&lt;br /&gt;
*@N - normal direction&lt;br /&gt;
*@pscale - uniform scale&lt;br /&gt;
*@scale - scale vector&lt;br /&gt;
*@up - axis to align to Y&lt;br /&gt;
*@id - a unique identifier (could be a bundle of points/verts/prims etc. that you define)&lt;br /&gt;
*@name - an identifier&lt;br /&gt;
*@v - velocity&lt;br /&gt;
*@force - a force to apply&lt;br /&gt;
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&lt;br /&gt;
=====&#039;&#039;&#039;Geometry Network (Surface Operators/SOPs)&#039;&#039;&#039;=====&lt;br /&gt;
The geometry network environment is a visual programming system where you can create and manipulate 3D geometry using a network of nodes, each representing a specific operation or function. These nodes, such as Geometry, Curve, and Point, are connected to form a flowchart-like structure, allowing you to define complex geometry transformations, attributions, and relationships between different parts of the model. The network can be thought of as a recipe, where each node contributes a specific step in the processing of the geometry, and the output of one node becomes the input for the next, enabling the creation of intricate and detailed 3D models. Within this environment, beginners can start by building simple shapes and primitives, such as cubes and spheres, and gradually move on to more complex tasks like extruding curves, scattering points, and manipulating attributes, all while utilizing Houdini’s visual feedback and debugging tools to refine your creations.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Manual &amp;quot;intuitive&amp;quot; Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
*To be clear, Houdini is not known for the common hard surface modelling style you see in most tutorials out there, which mainly use Blender to model a 3D shape very quickly and mainly by grabbing parts of your base geometry and extruding and transforming/expanding them step by step.These days though, we find a similar style of modelling in Houdini as much improved and can be a lot of fun, while retaining most of Houdinis powerful procedural style. We totally understand many cases where you just want to jump into the DCC you feel comfortable with modelling like Blender, C4D etc and we strongly believe in using many different tools for CG. But if you are curious, we would recommend anyone starting with 3D or Houdini to explore the viewport style modelling in Houdini, especially in conjunction with the VDB and remeshing tools. We find this way of modelling to be very useful and even a lot of fun for many use cases. &lt;br /&gt;
** This video example by Simon Houdini (from 2020) is a good starting point that we would recommend: [https://www.youtube.com/watch?v=L-CwpmOjR_s Knife modeling Basic || Houdini Tutorial]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Procedural Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
Let&#039;s get to where Houdini shines. As mentioned above, modelling in the network by creating recipe-like node systems that can react quickly and flexibly to changes is what brings us a lot of fun in creating computer generated geometry. &lt;br /&gt;
&lt;br /&gt;
We recommend this video example from Entagma for a quick start: [https://www.youtube.com/watch?v=NYIqDpnQrXI Procedurally Modeling A Raspberry]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scattering&#039;&#039;&#039;&lt;br /&gt;
**[https://www.youtube.com/watch?v=P_qmfyW--Ws&amp;amp;t=1516s Houdini Illume: Controlled Scattering Video Tutorial]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;UV Unwrapping&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
Unwrapping is the process of turning the surface of your 3d model into a 2d representation. So that you can texture it and e.g. bring it into a game engine or simply export your model. Copernicus needs UV Maps for making Shaders!&lt;br /&gt;
&lt;br /&gt;
* This excellent video by Simon Houdini explains the basics of the process in houdini perfectly:&lt;br /&gt;
** [https://www.youtube.com/watch?v=VNX9Qf6a5hs Houdini Unwrapping Techniques: The Basics]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;&#039;Terrain&#039;&#039;&#039;======&lt;br /&gt;
* Quick note on [https://www.sidefx.com/docs/houdini/model/terrain_workflow.html terrain] in houdini:&lt;br /&gt;
**&#039;&#039;Height fields are volumes in houdini. That&#039;s awesome because volumes can be manipulated much faster than a regular mesh consisting of polygons. Therefore your model can be very big and complex while not costing so much until you turn it into a mesh. So, while working on a terrain, before exporting it into a mesh, you will be able to use all logic that applies to any volume modeling technique (VDB SDF etc.).&lt;br /&gt;
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=====&#039;&#039;&#039;Rigging / KineFX / APEX / Character FX /&#039;&#039;&#039;=====&lt;br /&gt;
* [OLDSCHOOL] &#039;&#039;&#039;Kinefx / Character FX video links:&#039;&#039;&#039;&lt;br /&gt;
**[https://www.sidefx.com/tutorials/foundations-rig-fur-dude-with-kinefx/ Foundations Rig Fur Dude with KineFX SideFX]&lt;br /&gt;
**[https://tokeru.com/cgwiki/HoudiniKinefx.html Kinefx - Houdini and CG tips]&lt;br /&gt;
**[https://www.youtube.com/watch?v=KzH18TvHmCE Why Rig in Houdini? Houdini Rigging Webinar]&lt;br /&gt;
**[https://www.youtube.com/watch?v=cxs7BTTHCH8&amp;amp;t=1s Handy RIGGING &amp;amp; ANIMATION Tricks in Houdini using KineFX]&lt;br /&gt;
&lt;br /&gt;
* [NEWER/FASTER] &#039;&#039;&#039;APEX Rigging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Want to learn what APEX in Houdini currently is? Check our this overview: *[https://www.tokeru.com/cgwiki/HoudiniApex.html Apex Overview by Matt Estela]&lt;br /&gt;
&lt;br /&gt;
**[https://www.youtube.com/watch?v=Rmx17u80wEE Video Tutorial APEX - Ep.02: Rigging a Character by Entagma]&lt;br /&gt;
**[https://www.youtube.com/watch?v=sv8fVcgKB5o Character Rigging in Houdini 20.5 | FULL BIPED APEX RIG Video Tutorial by Max Rose]&lt;br /&gt;
**[https://www.sidefx.com/tutorials/kinefx-rigging-with-apex-1/ KINEFX RIGGING WITH APEX]&lt;br /&gt;
**[https://www.youtube.com/watch?v=U9-e5p0j7so apex overview video by matt estela]&lt;br /&gt;
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=====&#039;&#039;&#039; Copernicus/COPs/Materials&#039;&#039;&#039;=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; !!! Houdini 20.5 ships with Copernicus as BETA. There may be some problems, especially on Macbooks, where the viewport does not update. Be aware of this! You can try restarting Houdini and/or going to Labs/Refresh Viewport. !!!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Copernicus environment, also known as COP, is a 2D and 3D GPU image processing framework that enables real-time image manipulation within a 3D space. This framework consists of COP nodes, which provide a unique node body with a preview thumbnail, and can be wired together to control the flow of layer and geometry data. COP nodes fully interoperate with Surface Operators (SOPs), allowing seamless integration between 2D and 3D workflows, and can export results as images or volumes. The default image space ranges from -1 to 1, preserving the pixel aspect ratio, and texture space ranges from 0 to 1 across the data window and buffer space, useful for mapping textures. As of Houdini 20.5, Copernicus nodes are recommended instead of Compositing nodes, with the Compositing network now designated as COP Network - Old.&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-organic-textures/ How To Create Organic Textures / Video Tutorial Sidefx]&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-tile-based-textures/ How To Create Tile Based Textures / Video Tutorial Sidefx]&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=dn5zNrH_cFQ Solve visible seams problem in COPs: Houdini 20.5 - Rasterize attributes using VEX in COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=9xZFu2XJTBA/ Terrain COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=hsQZD2CxwAE7 UDIMS in COPs]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=c1jupIDfQ_I Decals in Copernicus]&lt;br /&gt;
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=====&#039;&#039;&#039;Solaris Environment&#039;&#039;&#039;=====&lt;br /&gt;
Solaris is an Environment for look development, layout, and lighting tools that utilizes Universal Scene Description (USD) at its core, allowing you to create complex scenes comprising multiple assets within a single graph. This environment enables you to efficiently manage and organize assets, variants, and physical editing, streamlining the workflow for tasks such as setting up lighting, cameras, and materials. Solaris integrates seamlessly with Houdini’s existing tools and nodes, providing a unified platform for you to work on scene assembly, layout, and lighting, while also supporting collaboration and data exchange with other software applications. As a beginner, you can leverage Solaris in Houdini to create and manipulate scenes, manage assets, and set up lighting and cameras, all within a cohesive environment.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Material Linker&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
The Material Linker Node is the easiest way to add Materials to imported Geometry in LOPS.&lt;br /&gt;
Check out this short video for a perfect explanation what you can do with it and how to use it:&lt;br /&gt;
*[https://www.youtube.com/watch?v=_KTBWtGu79s Material Linker Video Explanation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;KARMA Rendering&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/docs/houdini/news/20/karma.html What’s new Karma Houdini 20]&lt;br /&gt;
*[https://www.youtube.com/watch?v=4bYLqimlTr8  Entagma Video: New In Houdini 20: Karma - Physical Sky, Thin Walled Transmission, Material Linker And More]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;VOPs&#039;&#039;&#039;=====&lt;br /&gt;
*Node based visual coding system. As fast and powerful as VEX but no actual coding needed.&lt;br /&gt;
*Same performance as VEX. If you are not a person familiar with code we always recommend learning VOP’s before VEX!&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;VEX&#039;&#039;&#039;=====&lt;br /&gt;
*Coding language inside Houdini. Very powerful because it is fast and most of the time cheap on computing power. TIPP:  Not that suitable for Noise (VOPs are just more intuitive way for using that)&lt;br /&gt;
*Attributes cheat sheet:&lt;br /&gt;
** [https://wiki.johnkunz.com/index.php?title=VEX_Attribute_Glossary VEX Attribute Glossary - kunz]&lt;br /&gt;
*VEX video links:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bR0V4bADRxY Creating Geometry With VEX]&lt;br /&gt;
**[https://www.youtube.com/watch?feature=shared&amp;amp;v=2jg0lTHf1ss Procedural Subdivision Lines - Creating Control Curves]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Plugins&#039;&#039;&#039;=====&lt;br /&gt;
*MOPs&lt;br /&gt;
**[https://www.motionoperators.com/ Motion Operators for Houdini]&lt;br /&gt;
*MLOPs&lt;br /&gt;
**[https://www.sidefx.com/tutorials/introducing-mlops-machine-learning-operators/ MLOPS Introducing Machine Learning Operators SideFX]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Machine Learning&#039;&#039;&#039;=====&lt;br /&gt;
Houdini provides a platform for machine learning (ML) that supports synthetic data generation, preprocessing, training models, exporting trained models, and deploying trained models. &lt;br /&gt;
&lt;br /&gt;
* ML Deformer Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-deformer/ here]&lt;br /&gt;
* ML Terrain Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-terrain/ here]&lt;br /&gt;
* [https://www.sidefx.com/docs/houdini/nodes/sop/onnx.html ONNX Inference geometry node Sidefx Documentation Link]&lt;br /&gt;
* [https://www.youtube.com/watch?v=aCAatiY53s8 Entagma Video on Machine Learning with ONNX in Houdini 20]&lt;br /&gt;
* Machine Learning Operators Plugin (got to: Plugins/MLOPs)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039; Channel Operators CHOPS &#039;&#039;&#039; =====&lt;br /&gt;
Channel operators, or CHOPs, are tools in Houdini used for creating and manipulating channel data, which includes animation curves and other time-varying information. Its a great way to controll visuals with an audio signal similar to e.g. touchdesigner.&lt;br /&gt;
*[https://www.youtube.com/watch?v=qwnIPazdeZY Video Tutorial for Audio Driven Animation - Houdini 18 by VoxelFX]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== &#039;&#039;&#039; More Houdini online resources&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.tokeru.com/cgwiki/Houdini.html CGWiki tokeru]&lt;br /&gt;
*[https://www.sidefx.com/learn-main-menu/start-here/ Sidefx Learn]&lt;br /&gt;
*[https://entagma.com/ Entagma]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==== &#039;&#039;&#039;Unreal Engine&#039;&#039;&#039; ====&lt;br /&gt;
Very realistic looking (outdoor) light and material rendering engine for real-time and very fast rendering. Usually used with imported geometry from other programs (Blender, Houdini etc.), but has the potential to create worlds, animations and simulations inside.&lt;br /&gt;
* &#039;&#039;&#039;Shuree has prepared a lot of information for you at the [[Unreal Club|Engine Club site]]. Check it out!&#039;&#039;&#039;&lt;br /&gt;
** [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners Documentation For Complete Beginners]&lt;br /&gt;
=====&#039;&#039;&#039;Version Control&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.anchorpoint.app/ Anchorpoint App]&lt;br /&gt;
=====&#039;&#039;&#039;Unreal Multi-GPU Setup&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.youtube.com/watch?v=Io6oSCYkLg0  Multi-GPU Tutorial in Unreal Engine! By Alex Pearce]&lt;br /&gt;
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&lt;br /&gt;
=== &#039;&#039;&#039;CG/3D Production Pipeline And File Formats&#039;&#039;&#039; ===&lt;br /&gt;
==== USD (Universal Scene Description)====&lt;br /&gt;
&lt;br /&gt;
Pixar USD is an open-source framework and file format that enables non-destructive collaboration and data exchange between multiple 3D applications and departments, allowing artists to work together on complex scenes and projects without losing data or compromising their work.&lt;br /&gt;
&lt;br /&gt;
*[https://openusd.org/release/intro.html Introduction to USD]&lt;br /&gt;
*[https://openusd.org/release/glossary.html USD Terminology]&lt;br /&gt;
*[https://tokeru.com/cgwiki/UsdGuide.html#table-of-contents cgwiki/UsdGuide]&lt;br /&gt;
&lt;br /&gt;
* Video presentation on the current state of USD for small teams/freelancers as a pipeline tool:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bwkCfp6G-F8/ USD and Solaris in a Real-time Pipeline for Indie Studios and Freelancers| Paul Booth]&lt;br /&gt;
* Long presentation on a bigger production and their experience with USD:&lt;br /&gt;
** [https://www.youtube.com/watch?v=L9pMvbET7YU LOPs of love from the USD pipeline at Rebellion]&lt;br /&gt;
*Complete videoguide on USD for Houdini/Solaris:&lt;br /&gt;
**[https://www.youtube.com/watch?v=cE-Bbdspu_8&amp;amp;t=2746s 3D USD Masterclass: Scene Assembly and Rendering / Nine Between]&lt;br /&gt;
&lt;br /&gt;
==== GLTF/GLB ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The core of [https://www.khronos.org/gltf/ glTF] is a JSON file that describes the structure and composition of a scene containing 3D models, which can be stored in a single binary glTF file (.glb). The top-level elements of the file include: Scenes and nodes, cameras, meshes, buffers, materials, textures, skins and animations.&lt;br /&gt;
&lt;br /&gt;
In 2022 glTF 2.0 was released as the ISO/IEC 12113:2022 International standard, recognizing glTF&#039;s global position as a 3D asset format.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;3D Animation&#039;&#039;&#039; ===&lt;br /&gt;
==== Keyframe Animation ====&lt;br /&gt;
A Keyframe is simply a marker of time that stores the value of a property.&amp;lt;ref&amp;gt;[https://docs.blender.org/manual/en/latest/animation/keyframes/introduction.html]&amp;lt;/ref&amp;gt; Keyframing is the recording of a parameter’s value at a specific moment in time, advancing the time, then recording the value again.&amp;lt;ref&amp;gt;[https://help.autodesk.com/view/MOBPRO/2025/ENU/?guid=GUID-7E4641AA-9D59-4DB5-9A19-19D2D1A83718]&amp;lt;/ref&amp;gt; Animation consists of frames, a series of drawings, renderings, or photos that, when played back at high speed, are interpreted by the human eye as continuous movement. The concept is the same as that of filmed movies, where individual images on a film strip are played back at high speed to create the illusion of motion.&amp;lt;ref&amp;gt;[https://www.unrealengine.com/en-US/explainers/animation/how-to-do-keyframe-animation-in-unreal-engine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
=====Terminology related to keyframe animation=====&lt;br /&gt;
*Interpolation (sometimes called tweening or easing) determines how values change between keyframes or sampled data points.&lt;br /&gt;
** Linear Interpolation (LERP)&lt;br /&gt;
***Changes happen at a constant rate between keyframes.&lt;br /&gt;
***Produces steady motion but can feel mechanical or abrupt.&lt;br /&gt;
**Step (or Constant) Interpolation&lt;br /&gt;
***The value jumps directly at the keyframe, with no transition in between.&lt;br /&gt;
***Useful for hold poses, sudden switches, or non-continuous data (like game states).&lt;br /&gt;
**Bezier / Spline Interpolation (e.g., Cubic, Hermite, Catmull–Rom, B-splines)&lt;br /&gt;
***Curved interpolation controlled by tangents or handles.&lt;br /&gt;
***Produces smooth, natural-looking animation.&lt;br /&gt;
***Most DCC tools (Blender, Maya, 3ds Max) use Bezier splines by default for keyframes.&lt;br /&gt;
**Ease In / Ease Out (Easing Curves)&lt;br /&gt;
***Specialized splines where motion gradually accelerates (ease in) or decelerates (ease out).&lt;br /&gt;
***Makes movement feel more organic and less robotic.&lt;br /&gt;
**Spherical Linear Interpolation (SLERP)&lt;br /&gt;
***Used for rotations represented by quaternions.&lt;br /&gt;
***Ensures smooth rotation without distortions or gimbal lock.&lt;br /&gt;
***Very common in games and mocap retargeting.&lt;br /&gt;
**Extrapolation&lt;br /&gt;
***How motion continues beyond the first/last keyframe (constant, linear, cyclic)&lt;br /&gt;
&lt;br /&gt;
==== Procedural Animation ====&lt;br /&gt;
==== Animating with Motion Capture ====&lt;br /&gt;
==== Animating with other tools ====&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Introduction_to_Leica_BLK-360_G1&amp;diff=10628</id>
		<title>Introduction to Leica BLK-360 G1</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Introduction_to_Leica_BLK-360_G1&amp;diff=10628"/>
		<updated>2025-09-30T12:10:59Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Equipment for Scanning: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction to Leica BLK-360 G1 Laser Scanner ===&lt;br /&gt;
For detailed technical information, please refer to the user manuals provided when renting the scanner from CG Lab.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ideal for scanning&#039;&#039;&#039;&lt;br /&gt;
**Large-scale environments such as architecture and landscapes&lt;br /&gt;
**Dark environments, e.g., caves and nighttime scans&lt;br /&gt;
**Creating digital doubles of spaces with real-world measurements, e.g., studios, exhibition halls, and galleries&lt;br /&gt;
*&#039;&#039;&#039;Not ideal for scanning&#039;&#039;&#039;&lt;br /&gt;
**Small to medium objects, such as humans or smaller items&lt;br /&gt;
**Reflective or transparent environment (e.g., architecture that is made out of dominantly mirrors or glass)&lt;br /&gt;
**Moving objects (e.g., people, trees, traffic)&lt;br /&gt;
*&#039;&#039;&#039;Important Information&#039;&#039;&#039;&lt;br /&gt;
**The Leica BLK-360 scans 360° horizontally and 270° vertically. There is a blind spot directly underneath the scanner.&lt;br /&gt;
**To avoid “holes” in the scan caused by the blind spot, you must perform multiple scans from different positions.&lt;br /&gt;
**A good scan requires at least two scans, but often more, depending on the complexity of the environment.&lt;br /&gt;
***The first scan is typically placed near the center of the space.&lt;br /&gt;
***Subsequent scans should be placed in different positions to ensure overlap and coverage. (see figures 1 &amp;amp; 2)&lt;br /&gt;
*&#039;&#039;&#039;Consistency During Scanning&#039;&#039;&#039;&lt;br /&gt;
**The environment should remain unchanged during the scanning process.&lt;br /&gt;
***Avoid differences such as doors being opened/closed, or objects being added/removed. Such changes can cause problems when aligning scans.&lt;br /&gt;
**Choosing poor scan positions can also result in misalignment, so plan before starting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Coming soon: Image examples, Figure 1 and 2&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Introduction to Cyclone FIELD 360 App===&lt;br /&gt;
The Cyclone FIELD 360 app is available on the Google Play Store and Apple App Store. It connects to the Leica BLK-360 scanner, lets you control scans, align them in the field, and export results.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Login&lt;br /&gt;
**Use the credentials provided with the Leica scanner when renting from CG Lab.&lt;br /&gt;
**If you are using a CG Lab iPad, the app is already logged in.&lt;br /&gt;
&lt;br /&gt;
*Creating a Project&lt;br /&gt;
**In the app, projects are called “Jobs.”&lt;br /&gt;
**Create a job using your full name.&lt;br /&gt;
**(Optional) Add a thumbnail image for quick reference.&lt;br /&gt;
&lt;br /&gt;
*Connecting to the Scanner&lt;br /&gt;
**Turn on the Leica BLK-360 and place it at the first scan location.&lt;br /&gt;
**Wait until the scanner’s ring light turns green.&lt;br /&gt;
**On your device, connect to the scanner’s Wi-Fi network.&lt;br /&gt;
***The password is printed on the battery cap.&lt;br /&gt;
***It is also noted on the CG Lab iPad.&lt;br /&gt;
**In Cyclone FIELD 360, the BLK-360 should now appear under Connected Devices.&lt;br /&gt;
***If not, restart the app or scanner and reconnect.&lt;br /&gt;
&lt;br /&gt;
*Running a Scan&lt;br /&gt;
**In your project/job, tap the red button at the bottom.&lt;br /&gt;
**The scan menu lets you:&lt;br /&gt;
***Assign a name to the scan (useful when doing multiple scans).&lt;br /&gt;
***Choose scan density (higher = more detail but longer time).&lt;br /&gt;
***Enable or disable images for texturing.&lt;br /&gt;
****For details on texturing, see Workflow 01.&lt;br /&gt;
**Start the scan. The BLK-360 will blink and rotate.&lt;br /&gt;
***Stay out of view — the scanner captures everything.&lt;br /&gt;
***For good practice, see the Introduction to Leica section.&lt;br /&gt;
&lt;br /&gt;
*Aligning Scans&lt;br /&gt;
**After each scan, move the scanner to the next location.&lt;br /&gt;
**When the new scan is completed, you will be prompted to pre-align and then align it with the existing dataset.&lt;br /&gt;
***Pre-align provides a rough placement based on geometry.&lt;br /&gt;
***Align refines and locks the scans together.&lt;br /&gt;
**Always align right after each scan.&lt;br /&gt;
**If automatic alignment fails:&lt;br /&gt;
***Try manual alignment.&lt;br /&gt;
***If no alignment is possible, the scan position likely had too little overlap (see Figure 2).&lt;br /&gt;
**If you skip or align incorrectly, you can always disconnect and re-align scans later from within the project.&lt;br /&gt;
*Bundles and Export&lt;br /&gt;
**Once all scans are aligned, they form a Bundle: a collection of scans combined into one dataset.&lt;br /&gt;
**Export the bundle as an .e57 file.&lt;br /&gt;
**Save the file locally, then transfer via:&lt;br /&gt;
***USB or iTunes, AirDrop, or cloud storage (depending on file size).&lt;br /&gt;
&lt;br /&gt;
*Troubleshooting&lt;br /&gt;
**Wi-Fi connection fails: Forget the network on the device, then reconnect with the correct password.&lt;br /&gt;
**Error codes in the app: Restart both the scanner and the app.&lt;br /&gt;
**App updates: The layout may change, but the core workflow remains the same. (scan → align → export the bundle)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Workflow 01: Creating a 3D Mesh with Texture Using Leica BLK-360===&lt;br /&gt;
The Leica BLK-360 can be used to generate 3D meshes for games, animation, VR, and 3D printing.&lt;br /&gt;
&lt;br /&gt;
*Step 1: Scanning&lt;br /&gt;
**Start your scan with the Leica BLK-360.&lt;br /&gt;
**In Cyclone Field, choose the desired scan density&lt;br /&gt;
**Enable photo capture so the scanner records images for texturing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: The Leica camera is limited in quality and prone to lens flares. For high-quality textures, we also recommend taking photographs with an iPhone or DSLR immediately after scanning. These additional images can be used later to create higher-quality textures and to fill in areas the Leica cannot capture (e.g., under furniture or in tight spaces).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Step 2: Exporting from Cyclone&lt;br /&gt;
**After scanning and capturing photos, export your bundle as an .e57 file.&lt;br /&gt;
**To combine the scan and images, and to create a 3D mesh with texture, we use the CG Lab software called RealityScan (free via Epic Games).&lt;br /&gt;
&lt;br /&gt;
*Step 3: Processing in RealityScan&lt;br /&gt;
**Import the .e57 file into RealityScan &lt;br /&gt;
***In the import menu, enable georeferenced alignment if you encounter misalignment issues.&lt;br /&gt;
**Import your additional photos.&lt;br /&gt;
**Align the data, set the bounding box, and calculate the mesh (normal or high quality).&lt;br /&gt;
**Texturize your mesh and, if necessary, simplify the mesh so it does not become too dense.&lt;br /&gt;
&#039;&#039;Note: Simplification is important for workflows where performance matters (e.g., games, VR, 3D printing).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Step 4: Exporting&lt;br /&gt;
**Export the mesh in a preferred textured 3D file format (e.g., OBJ, FBX).&lt;br /&gt;
**Ensure that texture/material/vertex color is enabled when the export menu appears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important Note on File structure&#039;&#039;&#039;&lt;br /&gt;
**When importing an .e57 file into RealityScan, the software creates an .lsp file in the same folder (unless you define another location).&lt;br /&gt;
**If you want to preserve your RealityScan project, make sure to store safely the .lsp and .e57 files together. Without both files, the project cannot be reopened on another workstation.&lt;br /&gt;
**If you are importing the finished 3D mesh but still don’t have any texture, make sure to connect the color attribute in the material nodes. (see example in figure 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Workflow 02: Creating a Point Cloud Environment with Leica BLK-360===&lt;br /&gt;
In many cases, point clouds are preferred for purely visual purposes. A point cloud offers a lightweight, emissive representation that the camera can move through, creating a transparent, volumetric effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Option 1: From Mesh to Point Cloud (Blender Example)&#039;&#039;&#039;&lt;br /&gt;
**If you have already created a 3D mesh (see Workflow 01), you can convert it into a point cloud inside Blender.&lt;br /&gt;
**Use Geometry Nodes to scatter points on the surface of the mesh.&lt;br /&gt;
**You can also call the vertex colors of the mesh to give each point the appropriate color information.&lt;br /&gt;
&#039;&#039;Note: This approach is flexible. You can adjust point size, shape, and appearance in Blender.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Coming soon: Image examples, Figure 3 and 4&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Option 2: Using Unreal Engine 5 (Direct .e57 Import)&#039;&#039;&#039;&lt;br /&gt;
**Unreal Engine 5 supports point clouds directly through the LiDAR Plugin.&lt;br /&gt;
**With this plugin enabled, you can import .e57 files without going through RealityScan.&lt;br /&gt;
**After import, adjust size, type, and level of detail/streaming in the Details menu.&lt;br /&gt;
&#039;&#039;Notes: Avoid enabling collision on point clouds, as this leads to poor gameplay.&lt;br /&gt;
If the original scan’s textures are insufficient, you will need to process the .e57 file in RealityScan first by applying textures using higher-quality photos. (see workflow 01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Option 3: Exporting Point Clouds from RealityScan&#039;&#039;&#039;&lt;br /&gt;
**RealityScan allows direct export of point clouds in different formats:&lt;br /&gt;
***.PLY → sparse point cloud&lt;br /&gt;
***.LAS → dense point cloud&lt;br /&gt;
**Ensure that your point cloud is texturized or colorized so that vertex colors are present on each point.&lt;br /&gt;
&#039;&#039;Notes: These exports are relatively fixed. You cannot easily change point size, shape, or color after export.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10627</id>
		<title>CG Lab</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=CG_Lab&amp;diff=10627"/>
		<updated>2025-09-30T11:46:31Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* 3D Scanning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Welcome&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hi there,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki is where we will collect resources for software, workflows and equipment in the CG Lab&#039;&#039;&#039;. Inspired by Matt Estela&#039;s&lt;br /&gt;
one and only [https://tokeru.com/cgwiki/ CG Wiki] but more specific KHM media artists student oriented. The wiki is intended as a quick guide to where to find online resources related to KHM labs and computer graphics seminars.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If something comes up in seminars or in conversation, we will add it here. Don&#039;t expect it to be complete in the near future. It&#039;s meant to give you quick access to information that students often ask for, or that we think is important. If you are missing any information that you would like to see added here, please do not hesitate to contact us via our KHM mail.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you feel you need more information or advice, you can also make an appointment with us or with one of us individually.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In general, we don&#039;t believe that one software/company/tool is always the best or always right, we just try to give you the best way to work with what we have and know. We are always open to new suggestions and are constantly comparing and testing different tools. If you are in doubt, you can always try the free tool [https://www.blender.org/download/ blender] for almost any cg related task and/or try software in our lab first. We strongly recommend that you only buy software that you are really sure you need and want to use.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;CG Terminology&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
There is a certain language used in computer graphics, 3D arts and sciences. We will try to collect here some of the main terms that you will come across in online resources and in everyday use. Some are simple, some are more advanced. To create digital art, you will usually get by without fully understanding all of these concepts. However, we recommend that you look them up. In general it will help you to at least remember that you have heard of something when you come across it. If you are planning to make 3D your main artistic tool, we think you need to have a good understanding of them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SFX&#039;&#039;&#039;&lt;br /&gt;
**Effects that are being done and work on a location or film set&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;VFX&#039;&#039;&#039;&lt;br /&gt;
**Effects post filming and editing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CGI&#039;&#039;&#039;&lt;br /&gt;
**Fully computer generated images&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You can mix sfx,vfx and cgi and it&#039;s being done alot and it&#039;s  often hard to tell what&#039;s what (“invisible” effects).&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI / Machine Learning / Generative AI / Diffusion etc..&#039;&#039;&#039;&lt;br /&gt;
** Much debated etc. you know the drill... You can generate video, 3d models and animation with text or image inputs depending on your hardware, money and skill level train your own datasets and it comes with all the environmental and ethical consequences. Lots of space for experimenting and so far in cg includes like other tools alot of tweaking and fixing technicalities. You can find many different tools for many different tasks online and try them out. And all that while reading [https://discover.khm.de/discovery/fulldisplay?docid=alma990000963650106473&amp;amp;context=L&amp;amp;vid=49HBZ_KHM:VU1&amp;amp;lang=de&amp;amp;search_scope=MyInstitution&amp;amp;adaptor=Local%20Search%20Engine&amp;amp;tab=LibraryCatalog&amp;amp;query=any,contains,atlas%20of%20ai&amp;amp;offset=0 Atlas of AI - Power, Politics, and the Planetary Costs of Artificial Intelligence by Kate Crawford]. What a time to be alive!&lt;br /&gt;
** If you are interested in regard to the current (2025) pipeline and tools at the CG Lab this video might be interesting for you: [https://www.youtube.com/watch?v=UqjHfp927uo Leveraging generative AI for 3D content generation | Moritz Schwind | FMX HIVE 2025] this is specifically about Houdini workflows but most of the topics, workflow experiments and tools discussed are relevant for other worfklows/tools aswell.&lt;br /&gt;
&lt;br /&gt;
====Basic 3D Graphics Terminology:====&lt;br /&gt;
&lt;br /&gt;
* GEOMETRY&lt;br /&gt;
**&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*** [https://www.youtube.com/watch?v=ic7bbGMNP_U/ What are Attributes? - Speedy Houdini]&lt;br /&gt;
*** [https://www.youtube.com/watch?v=oS6qiB_ukwI&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=3/ Attributes In Our Geo Stream / Entagma]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Vectors&#039;&#039;&#039;: [https://www.youtube.com/watch?v=H9U4DzjUB-U/ What are Vectors? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Voxels&#039;&#039;&#039;: [https://www.youtube.com/watch?v=dSDuR-45W6Y/  What are Voxels? - Speedy Houdini]&lt;br /&gt;
**&#039;&#039;&#039;Normals&#039;&#039;&#039;: [https://www.youtube.com/watch?v=hkTjreiookM&amp;amp;t=1s/ 3D Basics - What are Normals?]&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Mesh&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Watertight:&#039;&#039;&#039; &lt;br /&gt;
****A term used to describe topological properties of a 3D mesh or surface. A mesh is considered watertight if it has no gaps, holes, or missing triangles (faces). In other words, it is a continuous, unbroken surface that would prevent water from seeping through. This property is essential for 3D printing, computer-aided design (CAD), and other applications where a solid, enclosed volume is required.&lt;br /&gt;
***&#039;&#039;&#039;Manifold:&#039;&#039;&#039; A mesh is considered manifold if it satisfies two conditions:&lt;br /&gt;
**** 1. Each edge is incident to only one or two faces. This ensures that edges are properly connected to the surrounding faces.&lt;br /&gt;
**** 2. The faces incident to a vertex form a closed or open fan. This means that the faces attached to a vertex can be continuously deformed into a disk (closed fan) or a cone (open fan) without tearing or stretching the mesh.&lt;br /&gt;
&lt;br /&gt;
* WORK AREAS:&lt;br /&gt;
** &#039;&#039;&#039;Modelling&#039;&#039;&#039;&lt;br /&gt;
*** Creating the 3D shape and structure of objects, characters, or environments using digital sculpting or polygon/mesh manipulation tools.&lt;br /&gt;
** &#039;&#039;&#039;Texturing /Shading&#039;&#039;&#039;&lt;br /&gt;
***Texturing/Shading: Applying surface details, colors, patterns, and material properties to make 3D models look realistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Rigging&#039;&#039;&#039;&lt;br /&gt;
***Building a digital skeleton inside a 3D character or object that allows it to be moved and deformed for animation.&lt;br /&gt;
*** [https://www.youtube.com/watch?v=3RSwjZLClRc 3D Rigging is Beautiful, Here&#039;s How It Works! by Doodley]&lt;br /&gt;
**&#039;&#039;&#039;Animating&#039;&#039;&#039;&lt;br /&gt;
***Bringing characters and objects to life by creating movement, defining how they act and interact over time.&lt;br /&gt;
**&#039;&#039;&#039;Lookdev /Layout/ Staging&#039;&#039;&#039;&lt;br /&gt;
*** Designing the visual composition, lighting, camera placement, and overall aesthetic feel of a 3D scene.&lt;br /&gt;
**&#039;&#039;&#039;Rendering&#039;&#039;&#039;&lt;br /&gt;
*** The final process of converting 3D scene data into a 2D image or animation sequence, calculating how light, materials, textures, and camera settings interact to produce the ultimate visual output that looks photorealistic or stylized.&lt;br /&gt;
**&#039;&#039;&#039;Pipeline&#039;&#039;&#039;&lt;br /&gt;
***The systematic workflow and technical process of moving a 3D project through different production stages from concept to final render.&lt;br /&gt;
**&#039;&#039;&#039;Physics Simulation&#039;&#039;&#039;&lt;br /&gt;
***Using mathematical algorithms to realistically simulate natural behaviors like gravity, cloth movement, fluid dynamics, and object interactions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====More advanced (code based) Terminology====&lt;br /&gt;
**&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
***An integer is a whole number, either positive, negative, or zero, without a fractional part, and can be represented as …, -3, -2, -1, 0, 1, 2, 3, … in the set of integers (Z).&lt;br /&gt;
**&#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
***Float in coding refers to a fundamental data type used to represent numeric values with decimal points, allowing for the storage and manipulation of fractional numbers, such as 1.23, 87.425, or 9039454.2, in programming languages like C, C++, C#, and others. &lt;br /&gt;
***&#039;&#039;In 3D graphics, floats are often used to store coordinates, vectors, and other numerical values with decimal precision, enabling accurate calculations and transformations of 3D objects.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
***In coding, a string is a sequence of characters, such as letters, digits, or symbols, stored as a single data type, often used to represent human-readable text, and can be implemented as a fixed-length array or a dynamic buffer with varying lengths, depending on the programming language and its libraries. &lt;br /&gt;
***&#039;&#039;In 3D, a string can refer to a sequence of connected vertices or control points that define a curve or surface, used to model complex shapes and geometries in computer-aided design (CAD) systems, computer-generated imagery (CGI), and 3D modeling software.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot Product&#039;&#039;&#039;&lt;br /&gt;
***In coding, the dot product (also known as scalar product) is a mathematical operation that computes the sum of the products of corresponding elements (components) of two vectors, resulting in a scalar value representing the magnitude and direction of their alignment. &lt;br /&gt;
***[https://www.youtube.com/watch?v=YiAtM4EpQ4U&amp;amp;t=210s/ Essential TD Skills: Designing &amp;amp; Implementing Algorithms] &#039;&#039;starting from 03:30&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Vector Normalization&#039;&#039;&#039;&lt;br /&gt;
***Scaling a vector to have a magnitude of 1, while preserving its direction. Normalizing vectors is essential for consistent lighting and shading calculations. It ensures that vectors used in calculations, such as dot products and cross products, have a standardized length, allowing for accurate and predictable results.&lt;br /&gt;
** &#039;&#039;&#039;Quaternions&#039;&#039;&#039;&lt;br /&gt;
*** Quaternions in computer graphics are used to represent three-dimensional rotations efficiently, providing advantages over traditional Euler angles and enabling smooth interpolation between orientations.&lt;br /&gt;
***[https://www.youtube.com/watch?v=bKd2lPjl92c How to use Quaternions (Video from Positive Altitude)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Material/Shader/Texture Terminology====&lt;br /&gt;
*&#039;&#039;&#039;Core Material Properties&#039;&#039;&#039;&lt;br /&gt;
**Base Color: The fundamental color of the material, often a simple texture or flat color.&lt;br /&gt;
**Albedo: Similar to base color but excludes shadow and lighting data for physically accurate rendering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reflectivity and Surface Interaction&#039;&#039;&#039;&lt;br /&gt;
**Metalness (Metallic): Defines whether a surface behaves like metal (high reflectivity and color-tinted reflections) or a non-metal (dielectric).&lt;br /&gt;
**Specular: Controls the intensity and sharpness of reflections for non-metal materials.&lt;br /&gt;
**Roughness: Defines how smooth or rough a surface is, affecting how sharp or diffuse reflections appear.&lt;br /&gt;
**Sheen: Adds a soft, fabric-like glow to the edges of a material, often used for materials like velvet or satin.&lt;br /&gt;
**Glossiness: Often the inverse of roughness, controlling the clarity of reflections.&lt;br /&gt;
**Anisotropy: Controls the directional stretching of reflections, commonly seen in materials like brushed metal, hair, or textiles.&lt;br /&gt;
**BRDF (Bidirectional Reflectance Distribution Function): Describes how light reflects off a surface based on angles of incidence and reflection.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lighting and Special Effects&#039;&#039;&#039;&lt;br /&gt;
**Emission: Makes the material emit light, creating glowing effects independent of scene lighting.&lt;br /&gt;
**Opacity: Controls the visibility of an object; lower values make it transparent.&lt;br /&gt;
**Transparency: A broader term for allowing light to pass through a surface, often combined with refraction effects.&lt;br /&gt;
**Transmission: Specifies how much light passes through a material, commonly used for glass or liquids.&lt;br /&gt;
**Refraction: Simulates light bending as it passes through transparent objects.&lt;br /&gt;
**IOR (Index of Refraction): Determines the degree of light bending for transparent materials (e.g., glass, water, diamonds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surface Detail&#039;&#039;&#039;&lt;br /&gt;
**Normal Map: Adds fine surface details (like bumps or grooves) by altering surface normals without changing geometry.&lt;br /&gt;
**Bump Map: A grayscale texture for simulating surface details by modifying the apparent height of surface features.&lt;br /&gt;
**Height Map (Displacement Map): Represents elevation data to physically modify the geometry of a surface for greater realism.&lt;br /&gt;
**Ambient Occlusion (AO): Simulates soft shadows in crevices and corners where light is occluded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Texture and Mapping Techniques&#039;&#039;&#039;&lt;br /&gt;
**UV Mapping: A method of projecting a 2D texture onto a 3D object by unwrapping its geometry.&lt;br /&gt;
**Tiling: Repeating a texture across a surface for consistent coverage.&lt;br /&gt;
**Projection Mapping: Applying textures based on a 3D projection (e.g., spherical, planar).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Material Concepts&#039;&#039;&#039;&lt;br /&gt;
**PBR (Physically Based Rendering): A shading workflow for creating realistic materials by simulating how light interacts with surfaces in the real world.&lt;br /&gt;
**Subsurface Scattering (SSS): Simulates light penetration and scattering beneath the surface, used for materials like skin, wax, and marble.&lt;br /&gt;
**Environment Map: A 360° image that simulates lighting and reflections from an environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;3D Scanning&#039;&#039;&#039; ===&lt;br /&gt;
Scanning in computer graphics is usually used to create a digital clone of a real-world object, which can be just the geometry/mesh, or include additional colour data in the scanned points, or even be turned into a texture for traditional use in game and video environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scanning is a skill similar to operating a film camera. No amount of expensive equipment can give you a perfect result if it is not operated correctly and scanning results can vary drastically depending on your preparation, experience and skill level. If you are looking for a beginner&#039;s solution to get a nice looking digital object quickly, we would always recommend using a mobile phone scanning app as these are designed for beginners.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Equipment for Scanning:&#039;&#039;&#039;====&lt;br /&gt;
* Laserscanner for large areas, architecture, etc.: Leica BLK360 G1&lt;br /&gt;
** For a general introduction to Leica, Cyclone FIELD 360 app, and creating 3D mesh or Pointcloud, go to [[Introduction to Leica BLK-360 G1]] &lt;br /&gt;
* Handheld scanner for very detailed replicas of smaller objects: [https://www.artec3d.com/de/portable-3d-scanners/artec-eva Artec Eva]&lt;br /&gt;
*Scanning with a Phone/Iphone/Ipad&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Photogrammetry&#039;&#039;&#039;====&lt;br /&gt;
*Taking Pictures &lt;br /&gt;
** [https://www.youtube.com/watch?v=B5hBBFM2I_w&amp;amp;t=127 Very nice introduction to the photogrammetry process in this video by William Faucher]&lt;br /&gt;
** [https://will_faucher.artstation.com/projects/aGoby0 RealityCapture to UE5 - Workflow Tutorial]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/courses/1Xd/unreal-engine-capturing-reality-community-highlight-reality-capture-tutorials/dB34/capturing-reality-realitycapture-making-3d-models-with-your-smartphone RealityCapture: Making 3D Models with your smartphone]&lt;br /&gt;
** [https://dev.epicgames.com/community/learning/tutorials/EPrj/capturing-reality-realityscan-turntable Short introduction for using turntable ]&lt;br /&gt;
*Reality Capture/Scan&lt;br /&gt;
** A software (among other software that can do the same) that can turn images and videos it uses the frames as images into 3D models by calculating different perspectives. Also possible to mix with laser scanned data and improve your models measurements or the other way around, improve your laser scans texture by adding some higher res images. Only runs on Windows machines not Mac(All PCs at the lab have the most current version installed).&lt;br /&gt;
*** [https://www.capturingreality.com/sample-datasets Example Files and Datasets for testing]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Splatting/Neural radiance fields : NeRFs&#039;&#039;&#039;====&lt;br /&gt;
*[https://developer.nvidia.com/blog/getting-started-with-nvidia-instant-nerfs/ Getting Started with NVIDIA Instant NeRFs NVIDIA Technical Blog]&lt;br /&gt;
*[https://docs.nerf.studio/ Nerfstudio] (use on linux if you can)&lt;br /&gt;
*[https://github.com/Anttwo/SuGaR [CVPR 2024&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Official PyTorch implementation of SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering]&lt;br /&gt;
*[https://scaniverse.com/news/scaniverse-introduces-support-for-3d-gaussian-splatting Scaniverse 3D Gaussian splatting]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *Using photogrammetry images for texturing laser scans--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;App examples for scanning with a phone:&#039;&#039;&#039;====&lt;br /&gt;
* [https://scaniverse.com/ Scaniverse ]&lt;br /&gt;
* [https://www.unrealengine.com/de/realityscan RealityScan]&lt;br /&gt;
*[https://apps.apple.com/us/app/kiri-engine-3d-scanner-lidar/id1577127142 Kiri Engine]&lt;br /&gt;
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=== &#039;&#039;&#039;CG Lab Software&#039;&#039;&#039;===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
==== &#039;&#039;&#039;Brave Browser&#039;&#039;&#039; ====&lt;br /&gt;
We are sometimes approached by students who are frustrated by the clutter on the internet, especially when they are trying to concentrate and learn, so we decided to mention it here again. [https://brave.com/ Brave] is installed on all the computers in the lab.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
3D SOFTWARE&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Blender&#039;&#039;&#039; ====&lt;br /&gt;
Very powerful DCC and there are a lot of resources available for online learning. There is a lot of development going on and new versions are being released all the time. This is really cool for getting new features fast. Just watch out for stability. But usually it is possible to open very old projects in the latest version!&lt;br /&gt;
Some parts of Blender may be outdated/buggy because they have not been looked at for a long time. This is normal, but can be hard to spot for beginners.&lt;br /&gt;
&lt;br /&gt;
Blender comes now with procedural modeling:  Geometry Nodes. It is a great way to understand the basics and node based/non-destructive working style. &lt;br /&gt;
&lt;br /&gt;
No licensing required for Blender. Yei!  Lots of free and paid plugin options (be careful, can be a rabbit hole you might not want/need to go down to complete your task/project).&lt;br /&gt;
&lt;br /&gt;
Additionally, blender includes great compositing tools (especially camera tracking results can be impressive).&lt;br /&gt;
&lt;br /&gt;
Amazing 2D/3D Animation Tool Called Grease Pencil!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Blender Quick Start:&#039;&#039;&#039;&lt;br /&gt;
**If you are looking for a great tutorial series to learn Blender from we recommend this one:&lt;br /&gt;
***[https://www.youtube.com/watch?v=e-fetDXDXX8&amp;amp;list=PLgO2ChD7acqH5S3fCO1GbAJC55NeVaCCp 7 part Blender tutorial for complete beginners]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blender Gotchas&#039;&#039;&#039;&lt;br /&gt;
** Blender is awesome for sure, in some cases some things might not always behave as you would expect, so here we want to collect some common settings etc. that might get you into trouble.&lt;br /&gt;
***&#039;&#039;&#039;Preferences Cycles Render Device:&#039;&#039;&#039;&lt;br /&gt;
**** It can happen, that blender defaults to &amp;quot;None&amp;quot; in the Preferences/System/Cycles Render Device. If you would like a GPU to be used you might want to change this to &amp;quot;CUDA&amp;quot; or &amp;quot;Optix&amp;quot; for example. Only if this is set, rendering will be done by the GPU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Blender Pipeline&#039;&#039;&#039; =====&lt;br /&gt;
Daniel Bystedt did an amazing talk on a small studio or one person pipeline for working in Blender in 2019. Of course blender has changed alot since that but we believe you should still watch and learn from his approach how to deal with data in blender. &lt;br /&gt;
The video of this 30 min presentation is this:&lt;br /&gt;
* [https://www.youtube.com/watch?v=Nuoe9h9jQxA/ Creating blender demos glowing tigers and tortured creatures]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Modelling Techniques in Blender&#039;&#039;&#039; =====&lt;br /&gt;
====== &#039;&#039;&#039;Sculpting&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Hard Surface&#039;&#039;&#039; ======&lt;br /&gt;
&#039;&#039;*info coming soon*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Geometry Nodes&#039;&#039;&#039; ======&lt;br /&gt;
*[https://www.youtube.com/@JunichiroHorikawa/playlists Video on Getting Started with Geometry Nodes in Blender 3.0 for Beginners by Junichiro Horikawa]&lt;br /&gt;
*[https://www.youtube.com/watch?v=HFnNpn5Ym4Y Make A Cactus In Blender with Geometry Nodes [Full Course&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Shader/Texture Baking&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=SDqpnfTRtIU How to Bake textures under 3 minutes in Blender Beginner Tutorial]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rigging&#039;&#039;&#039; =====&lt;br /&gt;
*[https://www.youtube.com/watch?v=DDeB4tDVCGY Rigging for impatient people by Joey Carlino (note the top comment on posing from Blender 4.0 on)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=Y2SWwZmwrwM &amp;quot;How to Rig ANYTHING in Blender!&amp;quot; bit more detailed video tutorial by SharpWind]&lt;br /&gt;
*[https://www.youtube.com/watch?v=jIwrswJEFBQ Easy Way To Rig by richstubbsanimation]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Rendering&#039;&#039;&#039; =====&lt;br /&gt;
*Preparation and Optimisation&lt;br /&gt;
** Rendering times depend heavily on the way your data flow is set up and optimised. Please refer to this video from Blender Guru for a nice overview on what to look out for: [https://www.youtube.com/watch?v=kIW648Cfo18 Blender Guru Video: 10 Easy Ways to Render Faster in Blender]&lt;br /&gt;
*Cycles&lt;br /&gt;
** Very powerful GPU/CPU Physical render engine. You will probably not need more for 99% of projects if you are looking for “photorealistic” light bouncing aesthetics.&lt;br /&gt;
*Eevee&lt;br /&gt;
** “Realtime” render engine inside blender&lt;br /&gt;
** Great lookdev tool (though with most decent machines you can use cycles with denoise and low samples very well already for that and get better previs)&lt;br /&gt;
** Similar to game engine texture and light calculations (similar pros and cons).&lt;br /&gt;
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==== &#039;&#039;&#039;Houdini&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Behaves usually as you expect it to.&#039;&#039; &lt;br /&gt;
Our current tool of choice. Mainly because of reliability and power.&lt;br /&gt;
&lt;br /&gt;
After using its preset nodes/tools and feeling comfortable with the style of working, it is possible to create your custom tools or get more into coding/TD (technical director) work style.  &lt;br /&gt;
&lt;br /&gt;
Working in houdini will teach you fundamental skills for any 3d/cg work or tool. The educational version, with no technical restrictions for non-commercial work, is available in the CG lab and on the entire KHM intranet. &lt;br /&gt;
&lt;br /&gt;
The apprentice version can be installed on your personal computers with all functions except rendering and exporting. You can render/edit your projects on lab computers and within the KHM intranet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;User Interface (UI) Tips&#039;&#039;&#039;&lt;br /&gt;
** Follow this link for great tips: [https://tokeru.com/cgwiki/HoudiniUserInterfaceTips.html UI Tips from CGWIKI]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Houdini Quick Start:&#039;&#039;&#039;&lt;br /&gt;
** Follow this amazing Entagma series of tutorials if you want to learn the basics of Houdini quickly and well. It is from 2020, but still very helpful:&lt;br /&gt;
*** [https://www.youtube.com/watch?v=t17WRxHRih8&amp;amp;list=PLdFfFRXT0K_gyA6VVBnYVDgAEGYeaJlKN&amp;amp;index=1 Houdini In Five Minutes 01: Houdini&#039;s Contexts]&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Common Attributes Cheat Sheet&#039;&#039;&#039;=====&lt;br /&gt;
&#039;&#039;stole this overview from nine between&#039;s video on yt: &amp;quot;What are Attributes? - Speedy Houdini&amp;quot; min 1.32&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*@P - position&lt;br /&gt;
*@Cd - color&lt;br /&gt;
*@N - normal direction&lt;br /&gt;
*@pscale - uniform scale&lt;br /&gt;
*@scale - scale vector&lt;br /&gt;
*@up - axis to align to Y&lt;br /&gt;
*@id - a unique identifier (could be a bundle of points/verts/prims etc. that you define)&lt;br /&gt;
*@name - an identifier&lt;br /&gt;
*@v - velocity&lt;br /&gt;
*@force - a force to apply&lt;br /&gt;
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=====&#039;&#039;&#039;Geometry Network (Surface Operators/SOPs)&#039;&#039;&#039;=====&lt;br /&gt;
The geometry network environment is a visual programming system where you can create and manipulate 3D geometry using a network of nodes, each representing a specific operation or function. These nodes, such as Geometry, Curve, and Point, are connected to form a flowchart-like structure, allowing you to define complex geometry transformations, attributions, and relationships between different parts of the model. The network can be thought of as a recipe, where each node contributes a specific step in the processing of the geometry, and the output of one node becomes the input for the next, enabling the creation of intricate and detailed 3D models. Within this environment, beginners can start by building simple shapes and primitives, such as cubes and spheres, and gradually move on to more complex tasks like extruding curves, scattering points, and manipulating attributes, all while utilizing Houdini’s visual feedback and debugging tools to refine your creations.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Manual &amp;quot;intuitive&amp;quot; Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
*To be clear, Houdini is not known for the common hard surface modelling style you see in most tutorials out there, which mainly use Blender to model a 3D shape very quickly and mainly by grabbing parts of your base geometry and extruding and transforming/expanding them step by step.These days though, we find a similar style of modelling in Houdini as much improved and can be a lot of fun, while retaining most of Houdinis powerful procedural style. We totally understand many cases where you just want to jump into the DCC you feel comfortable with modelling like Blender, C4D etc and we strongly believe in using many different tools for CG. But if you are curious, we would recommend anyone starting with 3D or Houdini to explore the viewport style modelling in Houdini, especially in conjunction with the VDB and remeshing tools. We find this way of modelling to be very useful and even a lot of fun for many use cases. &lt;br /&gt;
** This video example by Simon Houdini (from 2020) is a good starting point that we would recommend: [https://www.youtube.com/watch?v=L-CwpmOjR_s Knife modeling Basic || Houdini Tutorial]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Procedural Modelling Style&#039;&#039;&#039; ======&lt;br /&gt;
Let&#039;s get to where Houdini shines. As mentioned above, modelling in the network by creating recipe-like node systems that can react quickly and flexibly to changes is what brings us a lot of fun in creating computer generated geometry. &lt;br /&gt;
&lt;br /&gt;
We recommend this video example from Entagma for a quick start: [https://www.youtube.com/watch?v=NYIqDpnQrXI Procedurally Modeling A Raspberry]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scattering&#039;&#039;&#039;&lt;br /&gt;
**[https://www.youtube.com/watch?v=P_qmfyW--Ws&amp;amp;t=1516s Houdini Illume: Controlled Scattering Video Tutorial]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;UV Unwrapping&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
Unwrapping is the process of turning the surface of your 3d model into a 2d representation. So that you can texture it and e.g. bring it into a game engine or simply export your model. Copernicus needs UV Maps for making Shaders!&lt;br /&gt;
&lt;br /&gt;
* This excellent video by Simon Houdini explains the basics of the process in houdini perfectly:&lt;br /&gt;
** [https://www.youtube.com/watch?v=VNX9Qf6a5hs Houdini Unwrapping Techniques: The Basics]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;&#039;Terrain&#039;&#039;&#039;======&lt;br /&gt;
* Quick note on [https://www.sidefx.com/docs/houdini/model/terrain_workflow.html terrain] in houdini:&lt;br /&gt;
**&#039;&#039;Height fields are volumes in houdini. That&#039;s awesome because volumes can be manipulated much faster than a regular mesh consisting of polygons. Therefore your model can be very big and complex while not costing so much until you turn it into a mesh. So, while working on a terrain, before exporting it into a mesh, you will be able to use all logic that applies to any volume modeling technique (VDB SDF etc.).&lt;br /&gt;
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=====&#039;&#039;&#039;Rigging / KineFX / APEX / Character FX /&#039;&#039;&#039;=====&lt;br /&gt;
* [OLDSCHOOL] &#039;&#039;&#039;Kinefx / Character FX video links:&#039;&#039;&#039;&lt;br /&gt;
**[https://www.sidefx.com/tutorials/foundations-rig-fur-dude-with-kinefx/ Foundations Rig Fur Dude with KineFX SideFX]&lt;br /&gt;
**[https://tokeru.com/cgwiki/HoudiniKinefx.html Kinefx - Houdini and CG tips]&lt;br /&gt;
**[https://www.youtube.com/watch?v=KzH18TvHmCE Why Rig in Houdini? Houdini Rigging Webinar]&lt;br /&gt;
**[https://www.youtube.com/watch?v=cxs7BTTHCH8&amp;amp;t=1s Handy RIGGING &amp;amp; ANIMATION Tricks in Houdini using KineFX]&lt;br /&gt;
&lt;br /&gt;
* [NEWER/FASTER] &#039;&#039;&#039;APEX Rigging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Want to learn what APEX in Houdini currently is? Check our this overview: *[https://www.tokeru.com/cgwiki/HoudiniApex.html Apex Overview by Matt Estela]&lt;br /&gt;
&lt;br /&gt;
**[https://www.youtube.com/watch?v=Rmx17u80wEE Video Tutorial APEX - Ep.02: Rigging a Character by Entagma]&lt;br /&gt;
**[https://www.youtube.com/watch?v=sv8fVcgKB5o Character Rigging in Houdini 20.5 | FULL BIPED APEX RIG Video Tutorial by Max Rose]&lt;br /&gt;
**[https://www.sidefx.com/tutorials/kinefx-rigging-with-apex-1/ KINEFX RIGGING WITH APEX]&lt;br /&gt;
**[https://www.youtube.com/watch?v=U9-e5p0j7so apex overview video by matt estela]&lt;br /&gt;
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=====&#039;&#039;&#039; Copernicus/COPs/Materials&#039;&#039;&#039;=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; !!! Houdini 20.5 ships with Copernicus as BETA. There may be some problems, especially on Macbooks, where the viewport does not update. Be aware of this! You can try restarting Houdini and/or going to Labs/Refresh Viewport. !!!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Copernicus environment, also known as COP, is a 2D and 3D GPU image processing framework that enables real-time image manipulation within a 3D space. This framework consists of COP nodes, which provide a unique node body with a preview thumbnail, and can be wired together to control the flow of layer and geometry data. COP nodes fully interoperate with Surface Operators (SOPs), allowing seamless integration between 2D and 3D workflows, and can export results as images or volumes. The default image space ranges from -1 to 1, preserving the pixel aspect ratio, and texture space ranges from 0 to 1 across the data window and buffer space, useful for mapping textures. As of Houdini 20.5, Copernicus nodes are recommended instead of Compositing nodes, with the Compositing network now designated as COP Network - Old.&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-organic-textures/ How To Create Organic Textures / Video Tutorial Sidefx]&lt;br /&gt;
*[https://www.sidefx.com/tutorials/how-to-create-tile-based-textures/ How To Create Tile Based Textures / Video Tutorial Sidefx]&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=dn5zNrH_cFQ Solve visible seams problem in COPs: Houdini 20.5 - Rasterize attributes using VEX in COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=9xZFu2XJTBA/ Terrain COPs Rohan Dalvi]&lt;br /&gt;
*[https://www.youtube.com/watch?v=hsQZD2CxwAE7 UDIMS in COPs]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=c1jupIDfQ_I Decals in Copernicus]&lt;br /&gt;
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=====&#039;&#039;&#039;Solaris Environment&#039;&#039;&#039;=====&lt;br /&gt;
Solaris is an Environment for look development, layout, and lighting tools that utilizes Universal Scene Description (USD) at its core, allowing you to create complex scenes comprising multiple assets within a single graph. This environment enables you to efficiently manage and organize assets, variants, and physical editing, streamlining the workflow for tasks such as setting up lighting, cameras, and materials. Solaris integrates seamlessly with Houdini’s existing tools and nodes, providing a unified platform for you to work on scene assembly, layout, and lighting, while also supporting collaboration and data exchange with other software applications. As a beginner, you can leverage Solaris in Houdini to create and manipulate scenes, manage assets, and set up lighting and cameras, all within a cohesive environment.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Material Linker&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
The Material Linker Node is the easiest way to add Materials to imported Geometry in LOPS.&lt;br /&gt;
Check out this short video for a perfect explanation what you can do with it and how to use it:&lt;br /&gt;
*[https://www.youtube.com/watch?v=_KTBWtGu79s Material Linker Video Explanation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;KARMA Rendering&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
*[https://www.sidefx.com/docs/houdini/news/20/karma.html What’s new Karma Houdini 20]&lt;br /&gt;
*[https://www.youtube.com/watch?v=4bYLqimlTr8  Entagma Video: New In Houdini 20: Karma - Physical Sky, Thin Walled Transmission, Material Linker And More]&lt;br /&gt;
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=====&#039;&#039;&#039;VOPs&#039;&#039;&#039;=====&lt;br /&gt;
*Node based visual coding system. As fast and powerful as VEX but no actual coding needed.&lt;br /&gt;
*Same performance as VEX. If you are not a person familiar with code we always recommend learning VOP’s before VEX!&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;VEX&#039;&#039;&#039;=====&lt;br /&gt;
*Coding language inside Houdini. Very powerful because it is fast and most of the time cheap on computing power. TIPP:  Not that suitable for Noise (VOPs are just more intuitive way for using that)&lt;br /&gt;
*Attributes cheat sheet:&lt;br /&gt;
** [https://wiki.johnkunz.com/index.php?title=VEX_Attribute_Glossary VEX Attribute Glossary - kunz]&lt;br /&gt;
*VEX video links:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bR0V4bADRxY Creating Geometry With VEX]&lt;br /&gt;
**[https://www.youtube.com/watch?feature=shared&amp;amp;v=2jg0lTHf1ss Procedural Subdivision Lines - Creating Control Curves]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Plugins&#039;&#039;&#039;=====&lt;br /&gt;
*MOPs&lt;br /&gt;
**[https://www.motionoperators.com/ Motion Operators for Houdini]&lt;br /&gt;
*MLOPs&lt;br /&gt;
**[https://www.sidefx.com/tutorials/introducing-mlops-machine-learning-operators/ MLOPS Introducing Machine Learning Operators SideFX]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Machine Learning&#039;&#039;&#039;=====&lt;br /&gt;
Houdini provides a platform for machine learning (ML) that supports synthetic data generation, preprocessing, training models, exporting trained models, and deploying trained models. &lt;br /&gt;
&lt;br /&gt;
* ML Deformer Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-deformer/ here]&lt;br /&gt;
* ML Terrain Demo File. Download and try out [https://www.sidefx.com/contentlibrary/ml-terrain/ here]&lt;br /&gt;
* [https://www.sidefx.com/docs/houdini/nodes/sop/onnx.html ONNX Inference geometry node Sidefx Documentation Link]&lt;br /&gt;
* [https://www.youtube.com/watch?v=aCAatiY53s8 Entagma Video on Machine Learning with ONNX in Houdini 20]&lt;br /&gt;
* Machine Learning Operators Plugin (got to: Plugins/MLOPs)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039; Channel Operators CHOPS &#039;&#039;&#039; =====&lt;br /&gt;
Channel operators, or CHOPs, are tools in Houdini used for creating and manipulating channel data, which includes animation curves and other time-varying information. Its a great way to controll visuals with an audio signal similar to e.g. touchdesigner.&lt;br /&gt;
*[https://www.youtube.com/watch?v=qwnIPazdeZY Video Tutorial for Audio Driven Animation - Houdini 18 by VoxelFX]&lt;br /&gt;
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===== &#039;&#039;&#039; More Houdini online resources&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.tokeru.com/cgwiki/Houdini.html CGWiki tokeru]&lt;br /&gt;
*[https://www.sidefx.com/learn-main-menu/start-here/ Sidefx Learn]&lt;br /&gt;
*[https://entagma.com/ Entagma]&lt;br /&gt;
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==== &#039;&#039;&#039;Unreal Engine&#039;&#039;&#039; ====&lt;br /&gt;
Very realistic looking (outdoor) light and material rendering engine for real-time and very fast rendering. Usually used with imported geometry from other programs (Blender, Houdini etc.), but has the potential to create worlds, animations and simulations inside.&lt;br /&gt;
* &#039;&#039;&#039;Shuree has prepared a lot of information for you at the [[Unreal Club|Engine Club site]]. Check it out!&#039;&#039;&#039;&lt;br /&gt;
** [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners Documentation For Complete Beginners]&lt;br /&gt;
=====&#039;&#039;&#039;Version Control&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.anchorpoint.app/ Anchorpoint App]&lt;br /&gt;
=====&#039;&#039;&#039;Unreal Multi-GPU Setup&#039;&#039;&#039;=====&lt;br /&gt;
*[https://www.youtube.com/watch?v=Io6oSCYkLg0  Multi-GPU Tutorial in Unreal Engine! By Alex Pearce]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;CG/3D Production Pipeline And File Formats&#039;&#039;&#039; ===&lt;br /&gt;
==== USD (Universal Scene Description)====&lt;br /&gt;
&lt;br /&gt;
Pixar USD is an open-source framework and file format that enables non-destructive collaboration and data exchange between multiple 3D applications and departments, allowing artists to work together on complex scenes and projects without losing data or compromising their work.&lt;br /&gt;
&lt;br /&gt;
*[https://openusd.org/release/intro.html Introduction to USD]&lt;br /&gt;
*[https://openusd.org/release/glossary.html USD Terminology]&lt;br /&gt;
*[https://tokeru.com/cgwiki/UsdGuide.html#table-of-contents cgwiki/UsdGuide]&lt;br /&gt;
&lt;br /&gt;
* Video presentation on the current state of USD for small teams/freelancers as a pipeline tool:&lt;br /&gt;
**[https://www.youtube.com/watch?v=bwkCfp6G-F8/ USD and Solaris in a Real-time Pipeline for Indie Studios and Freelancers| Paul Booth]&lt;br /&gt;
* Long presentation on a bigger production and their experience with USD:&lt;br /&gt;
** [https://www.youtube.com/watch?v=L9pMvbET7YU LOPs of love from the USD pipeline at Rebellion]&lt;br /&gt;
*Complete videoguide on USD for Houdini/Solaris:&lt;br /&gt;
**[https://www.youtube.com/watch?v=cE-Bbdspu_8&amp;amp;t=2746s 3D USD Masterclass: Scene Assembly and Rendering / Nine Between]&lt;br /&gt;
&lt;br /&gt;
==== GLTF/GLB ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The core of [https://www.khronos.org/gltf/ glTF] is a JSON file that describes the structure and composition of a scene containing 3D models, which can be stored in a single binary glTF file (.glb). The top-level elements of the file include: Scenes and nodes, cameras, meshes, buffers, materials, textures, skins and animations.&lt;br /&gt;
&lt;br /&gt;
In 2022 glTF 2.0 was released as the ISO/IEC 12113:2022 International standard, recognizing glTF&#039;s global position as a 3D asset format.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9739</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9739"/>
		<updated>2025-04-15T13:15:25Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &lt;br /&gt;
**&#039;&#039;&#039;30.10.24 - Session 01:&#039;&#039;&#039; Getting to know each other. &lt;br /&gt;
***Video Game of the session: [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
**&#039;&#039;&#039;06.11.24 - Session 02:&#039;&#039;&#039; Creating a game similar to [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
*** [[Datei:Engine Club A game like Pools (2024).gif|rahmenlos|links]] [[Datei:Engine Club- Creating a game similar to &amp;quot;Pools&amp;quot; (2024).mp4|rahmenlos|zentriert]]&lt;br /&gt;
**&#039;&#039;&#039;13.11.24 - Session 03:&#039;&#039;&#039; 3D Sound in Unreal Engine. &lt;br /&gt;
*** [https://my.hidrive.com/share/io-7hyyfu2#$/131124%20Sound%20Room%20%28Playable%20File%29 Sound_Room_Exe (2022)] by Shu: a playable game (Windows compatible) showcasing 3 aspects of sound cue in UE (attenuation radius, binaural spatialisation, occlusion)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/275850/No_Mans_Sky/ &amp;quot;No Man&#039;s Sky&amp;quot; (2016)]&lt;br /&gt;
**&#039;&#039;&#039;20.11.24 - Session 04:&#039;&#039;&#039; Teleporting with Blueprints in UE&lt;br /&gt;
{| style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| [[Datei:Teleporting inside level.png|mini|links|Teleporting inside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level.png|mini|links|Teleporting outside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level with loading screen.png|mini|links|Teleporting outside a level, with a loading screen]]&lt;br /&gt;
|}&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/400/Portal/ &amp;quot;Portal&amp;quot; (2007)]&lt;br /&gt;
**&#039;&#039;&#039;27.11.24 - Session 05:&#039;&#039;&#039; Accurate moon terrain with [https://cesium.com/ Cesium Plugin]&lt;br /&gt;
*** It is a continuation of the previous [https://exmediawiki.khm.de/index.php/15.05.2024_-_Session_10 cesium session.] And we looked at the moon terrain and moon landing sites inside UE. If you like to create your own please continue reading [https://cesium.com/learn/unreal/unreal-cesium-moon-terrain/ here.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1382070/Viewfinder/ &amp;quot;Viewfinder&amp;quot; (2023)]&lt;br /&gt;
**&#039;&#039;&#039;04.12.24 - Session 06:&#039;&#039;&#039; Automated Metahuman Lipsync for UE 5.5&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example.gif|rahmenlos|links]]&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example02.gif|rahmenlos|links]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** If you want to learn how to create lip-sync animation automatically from a sound file onto a metahuman, you can check out this [https://www.youtube.com/watch?v=sZyfVYybVFc&amp;amp;list=LL&amp;amp;index=2 tutorial] or check out the [https://www.youtube.com/watch?v=CRQzmcZ_mn0 example.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/546560/HalfLife_Alyx/ &amp;quot;Half-Life: Alyx&amp;quot; (2020)]&lt;br /&gt;
**&#039;&#039;&#039;11.12.24 - Session 07:&#039;&#039;&#039; Game inspired by eye doctor test image &lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Datei:Engine Club- Eye Exam Game01.gif|rahmenlos]]&lt;br /&gt;
[[Datei:Engine Club- Eye Exam Game00.png|rahmenlos]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** Fences are done by using a custom array blueprint&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;18.12.24 - Session 08:&#039;&#039;&#039; Special thanks to Kolja for presenting his works. Please check out his [https://www.koljahohberg.com/?fbclid=PAZXh0bgNhZW0CMTEAAafPykFDbENCCjTbCfCDi71kMa8F5CEHU6LeLKF8M9vTllCdQ6xQZVEDG3ZPXA_aem_WBF2GN47tOot8RErDdUxRQ website.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1332010/Stray/ &amp;quot;Stray&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;08.01.25 - Session 09:&#039;&#039;&#039; Rain Plugin &amp;amp; Material Functions&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Datei:Engine Club- Rain Plugin00.gif|links]] [[Datei:Engine Club- Rain Plugin01.mp4|rahmenlos|zentriert]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** We checked out the [https://www.fab.com/listings/274c81ae-3554-4801-8ec0-04f93212da06 Easy Rain Plugin] by William Faucher.&lt;br /&gt;
*** We looked at how [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-material-functions-overview material functions] can be used to turn any material into the &amp;quot;rain&amp;quot; material from the Plugin. &lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;15.01.25 - Session 10:&#039;&#039;&#039; Special thanks to Lisa for presenting her work &amp;quot;Columbarium&amp;quot; (2023) &lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;22.01.25 - Session 11:&#039;&#039;&#039; Working with USD File in UE5 (will be updated soon)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1987080/Inside_the_Backrooms/ &amp;quot;Inside the Backrooms&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;29.01.25 - Session 12:&#039;&#039;&#039; Looking at what we learned this semester&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
&lt;br /&gt;
* SoSe 25&lt;br /&gt;
** &#039;&#039;&#039;16.04.2025 - Session 1:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;23.04.2025 - Session 2:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;30.04.2025 - Session 3:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;07.05.2025 - Session 4:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;14.05.2025 - Session 5:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;21.05.2025 - Session 6:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;28.05.2025 - Session 7:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;04.06.2025 - Session 8:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;11.06.2025 - Session 9:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;18.06.2025 - Session 10:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;25.06.2025 - Session 11:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;02.07.2025 - Session 12:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;09.07.2025 - Session 13:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9735</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9735"/>
		<updated>2025-04-08T08:57:04Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &lt;br /&gt;
**&#039;&#039;&#039;30.10.24 - Session 01:&#039;&#039;&#039; Getting to know each other. &lt;br /&gt;
***Video Game of the session: [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
**&#039;&#039;&#039;06.11.24 - Session 02:&#039;&#039;&#039; Creating a game similar to [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
*** [[Datei:Engine Club A game like Pools (2024).gif|rahmenlos|links]] [[Datei:Engine Club- Creating a game similar to &amp;quot;Pools&amp;quot; (2024).mp4|rahmenlos|zentriert]]&lt;br /&gt;
**&#039;&#039;&#039;13.11.24 - Session 03:&#039;&#039;&#039; 3D Sound in Unreal Engine. &lt;br /&gt;
*** [https://my.hidrive.com/share/io-7hyyfu2#$/131124%20Sound%20Room%20%28Playable%20File%29 Sound_Room_Exe (2022)] by Shu: a playable game (Windows compatible) showcasing 3 aspects of sound cue in UE (attenuation radius, binaural spatialisation, occlusion)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/275850/No_Mans_Sky/ &amp;quot;No Man&#039;s Sky&amp;quot; (2016)]&lt;br /&gt;
**&#039;&#039;&#039;20.11.24 - Session 04:&#039;&#039;&#039; Teleporting with Blueprints in UE&lt;br /&gt;
{| style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| [[Datei:Teleporting inside level.png|mini|links|Teleporting inside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level.png|mini|links|Teleporting outside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level with loading screen.png|mini|links|Teleporting outside a level, with a loading screen]]&lt;br /&gt;
|}&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/400/Portal/ &amp;quot;Portal&amp;quot; (2007)]&lt;br /&gt;
**&#039;&#039;&#039;27.11.24 - Session 05:&#039;&#039;&#039; Accurate moon terrain with [https://cesium.com/ Cesium Plugin]&lt;br /&gt;
*** It is a continuation of the previous [https://exmediawiki.khm.de/index.php/15.05.2024_-_Session_10 cesium session.] And we looked at the moon terrain and moon landing sites inside UE. If you like to create your own please continue reading [https://cesium.com/learn/unreal/unreal-cesium-moon-terrain/ here.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1382070/Viewfinder/ &amp;quot;Viewfinder&amp;quot; (2023)]&lt;br /&gt;
**&#039;&#039;&#039;04.12.24 - Session 06:&#039;&#039;&#039; Automated Metahuman Lipsync for UE 5.5&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example.gif|rahmenlos|links]]&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example02.gif|rahmenlos|links]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** If you want to learn how to create lip-sync animation automatically from a sound file onto a metahuman, you can check out this [https://www.youtube.com/watch?v=sZyfVYybVFc&amp;amp;list=LL&amp;amp;index=2 tutorial] or check out the [https://www.youtube.com/watch?v=CRQzmcZ_mn0 example.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/546560/HalfLife_Alyx/ &amp;quot;Half-Life: Alyx&amp;quot; (2020)]&lt;br /&gt;
**&#039;&#039;&#039;11.12.24 - Session 07:&#039;&#039;&#039; Game inspired by eye doctor test image &lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Datei:Engine Club- Eye Exam Game01.gif|rahmenlos]]&lt;br /&gt;
[[Datei:Engine Club- Eye Exam Game00.png|rahmenlos]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** Fences are done by using a custom array blueprint&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;18.12.24 - Session 08:&#039;&#039;&#039; Special thanks to Kolja for presenting his works. Please check out his [https://www.koljahohberg.com/?fbclid=PAZXh0bgNhZW0CMTEAAafPykFDbENCCjTbCfCDi71kMa8F5CEHU6LeLKF8M9vTllCdQ6xQZVEDG3ZPXA_aem_WBF2GN47tOot8RErDdUxRQ website.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1332010/Stray/ &amp;quot;Stay&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;08.01.25 - Session 09:&#039;&#039;&#039; Rain Plugin &amp;amp; Material Functions&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Datei:Engine Club- Rain Plugin00.gif|links]] [[Datei:Engine Club- Rain Plugin01.mp4|rahmenlos|zentriert]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** We checked out the [https://www.fab.com/listings/274c81ae-3554-4801-8ec0-04f93212da06 Easy Rain Plugin] by William Faucher.&lt;br /&gt;
*** We looked at how [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-material-functions-overview material functions] can be used to turn any material into the &amp;quot;rain&amp;quot; material from the Plugin. &lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;15.01.25 - Session 10:&#039;&#039;&#039; Special thanks to Lisa for presenting her work &amp;quot;Columbarium&amp;quot; (2023) &lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;22.01.25 - Session 11:&#039;&#039;&#039; Working with USD File in UE5 (will be updated soon)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1987080/Inside_the_Backrooms/ &amp;quot;Inside the Backrooms&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;29.01.25 - Session 12:&#039;&#039;&#039; Looking at what we learned this semester&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
&lt;br /&gt;
* SoSe 25&lt;br /&gt;
** &#039;&#039;&#039;16.04.2025 - Session 1:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;23.04.2025 - Session 2:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;30.04.2025 - Session 3:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;07.05.2025 - Session 4:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;14.05.2025 - Session 5:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;21.05.2025 - Session 6:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;28.05.2025 - Session 7:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;04.06.2025 - Session 8:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;11.06.2025 - Session 9:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;18.06.2025 - Session 10:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;25.06.2025 - Session 11:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;02.07.2025 - Session 12:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;09.07.2025 - Session 13:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9717</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9717"/>
		<updated>2025-04-07T13:25:33Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;30.10.24 - Session 01:&#039;&#039;&#039; Getting to know each other. &lt;br /&gt;
***Video Game of the session: [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
**&#039;&#039;&#039;06.11.24 - Session 02:&#039;&#039;&#039; Creating a game similar to [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
*** [[Datei:Engine Club A game like Pools (2024).gif|rahmenlos|links]] [[Datei:Engine Club- Creating a game similar to &amp;quot;Pools&amp;quot; (2024).mp4|rahmenlos|zentriert]]&lt;br /&gt;
**&#039;&#039;&#039;13.11.24 - Session 03:&#039;&#039;&#039; 3D Sound in Unreal Engine. &lt;br /&gt;
*** [https://my.hidrive.com/share/io-7hyyfu2#$/131124%20Sound%20Room%20%28Playable%20File%29 Sound_Room_Exe (2022)] by Shu: a playable game (Windows compatible) showcasing 3 aspects of sound cue in UE (attenuation radius, binaural spatialisation, occlusion)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/275850/No_Mans_Sky/ &amp;quot;No Man&#039;s Sky&amp;quot; (2016)]&lt;br /&gt;
**&#039;&#039;&#039;20.11.24 - Session 04:&#039;&#039;&#039; Teleporting with Blueprints in UE&lt;br /&gt;
{| style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| [[Datei:Teleporting inside level.png|mini|links|Teleporting inside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level.png|mini|links|Teleporting outside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level with loading screen.png|mini|links|Teleporting outside a level, with a loading screen]]&lt;br /&gt;
|}&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/400/Portal/ &amp;quot;Portal&amp;quot; (2007)]&lt;br /&gt;
**&#039;&#039;&#039;27.11.24 - Session 05:&#039;&#039;&#039; Accurate moon terrain with [https://cesium.com/ Cesium Plugin]&lt;br /&gt;
*** It is a continuation of the previous [https://exmediawiki.khm.de/index.php/15.05.2024_-_Session_10 cesium session.] And we looked at the moon terrain and moon landing sites inside UE. If you like to create your own please continue reading [https://cesium.com/learn/unreal/unreal-cesium-moon-terrain/ here.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1382070/Viewfinder/ &amp;quot;Viewfinder&amp;quot; (2023)]&lt;br /&gt;
**&#039;&#039;&#039;04.12.24 - Session 06:&#039;&#039;&#039; Automated Metahuman Lipsync for UE 5.5&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example.gif|rahmenlos|links]]&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example02.gif|rahmenlos|links]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** If you want to learn how to create lip-sync animation automatically from a sound file onto a metahuman, you can check out this [https://www.youtube.com/watch?v=sZyfVYybVFc&amp;amp;list=LL&amp;amp;index=2 tutorial] or check out the [https://www.youtube.com/watch?v=CRQzmcZ_mn0 example.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/546560/HalfLife_Alyx/ &amp;quot;Half-Life: Alyx&amp;quot; (2020)]&lt;br /&gt;
**&#039;&#039;&#039;11.12.24 - Session 07:&#039;&#039;&#039; Game inspired by eye doctor test image &lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Datei:Engine Club- Eye Exam Game01.gif|rahmenlos]]&lt;br /&gt;
[[Datei:Engine Club- Eye Exam Game00.png|rahmenlos]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** Fences are done by using a custom array blueprint&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;18.12.24 - Session 08:&#039;&#039;&#039; Special thanks to Kolja for presenting his works. Please check out his [https://www.koljahohberg.com/?fbclid=PAZXh0bgNhZW0CMTEAAafPykFDbENCCjTbCfCDi71kMa8F5CEHU6LeLKF8M9vTllCdQ6xQZVEDG3ZPXA_aem_WBF2GN47tOot8RErDdUxRQ website.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1332010/Stray/ &amp;quot;Stay&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;08.01.25 - Session 09:&#039;&#039;&#039; Rain Plugin &amp;amp; Material Functions&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Datei:Engine Club- Rain Plugin00.gif|links]] [[Datei:Engine Club- Rain Plugin01.mp4|rahmenlos|zentriert]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** We checked out the [https://www.fab.com/listings/274c81ae-3554-4801-8ec0-04f93212da06 Easy Rain Plugin] by William Faucher.&lt;br /&gt;
*** We looked at how [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-material-functions-overview material functions] can be used to turn any material into the &amp;quot;rain&amp;quot; material from the Plugin. &lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;15.01.25 - Session 10:&#039;&#039;&#039; Special thanks to Lisa for presenting her work &amp;quot;Columbarium&amp;quot; (2023) &lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1987080/Inside_the_Backrooms/ &amp;quot;Inside the Backrooms&amp;quot; (2022)]&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Rain_Plugin01.mp4&amp;diff=9716</id>
		<title>Datei:Engine Club- Rain Plugin01.mp4</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Rain_Plugin01.mp4&amp;diff=9716"/>
		<updated>2025-04-07T13:17:29Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engine Club- Rain Plugin01&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9715</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9715"/>
		<updated>2025-04-07T13:02:38Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;30.10.24 - Session 01:&#039;&#039;&#039; Getting to know each other. &lt;br /&gt;
***Video Game of the session: [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
**&#039;&#039;&#039;06.11.24 - Session 02:&#039;&#039;&#039; Creating a game similar to [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
*** [[Datei:Engine Club A game like Pools (2024).gif|rahmenlos|links]] [[Datei:Engine Club- Creating a game similar to &amp;quot;Pools&amp;quot; (2024).mp4|rahmenlos|zentriert]]&lt;br /&gt;
**&#039;&#039;&#039;13.11.24 - Session 03:&#039;&#039;&#039; 3D Sound in Unreal Engine. &lt;br /&gt;
*** [https://my.hidrive.com/share/io-7hyyfu2#$/131124%20Sound%20Room%20%28Playable%20File%29 Sound_Room_Exe (2022)] by Shu: a playable game (Windows compatible) showcasing 3 aspects of sound cue in UE (attenuation radius, binaural spatialisation, occlusion)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/275850/No_Mans_Sky/ &amp;quot;No Man&#039;s Sky&amp;quot; (2016)]&lt;br /&gt;
**&#039;&#039;&#039;20.11.24 - Session 04:&#039;&#039;&#039; Teleporting with Blueprints in UE&lt;br /&gt;
{| style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| [[Datei:Teleporting inside level.png|mini|links|Teleporting inside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level.png|mini|links|Teleporting outside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level with loading screen.png|mini|links|Teleporting outside a level, with a loading screen]]&lt;br /&gt;
|}&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/400/Portal/ &amp;quot;Portal&amp;quot; (2007)]&lt;br /&gt;
**&#039;&#039;&#039;27.11.24 - Session 05:&#039;&#039;&#039; Accurate moon terrain with [https://cesium.com/ Cesium Plugin]&lt;br /&gt;
*** It is a continuation of the previous [https://exmediawiki.khm.de/index.php/15.05.2024_-_Session_10 cesium session.] And we looked at the moon terrain and moon landing sites inside UE. If you like to create your own please continue reading [https://cesium.com/learn/unreal/unreal-cesium-moon-terrain/ here.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1382070/Viewfinder/ &amp;quot;Viewfinder&amp;quot; (2023)]&lt;br /&gt;
**&#039;&#039;&#039;04.12.24 - Session 06:&#039;&#039;&#039; Automated Metahuman Lipsync for UE 5.5&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example.gif|rahmenlos|links]]&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example02.gif|rahmenlos|links]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** If you want to learn how to create lip-sync animation automatically from a sound file onto a metahuman, you can check out this [https://www.youtube.com/watch?v=sZyfVYybVFc&amp;amp;list=LL&amp;amp;index=2 tutorial] or check out the [https://www.youtube.com/watch?v=CRQzmcZ_mn0 example.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/546560/HalfLife_Alyx/ &amp;quot;Half-Life: Alyx&amp;quot; (2020)]&lt;br /&gt;
**&#039;&#039;&#039;11.12.24 - Session 07:&#039;&#039;&#039; Game inspired by eye doctor test image &lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Datei:Engine Club- Eye Exam Game01.gif|rahmenlos]]&lt;br /&gt;
[[Datei:Engine Club- Eye Exam Game00.png|rahmenlos]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** Fences are done by using a custom array blueprint&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;18.12.24 - Session 08:&#039;&#039;&#039; Special thanks to Kolja for presenting his works. Please check out his [https://www.koljahohberg.com/?fbclid=PAZXh0bgNhZW0CMTEAAafPykFDbENCCjTbCfCDi71kMa8F5CEHU6LeLKF8M9vTllCdQ6xQZVEDG3ZPXA_aem_WBF2GN47tOot8RErDdUxRQ website.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1332010/Stray/ &amp;quot;Stay&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;08.01.25 - Session 09:&#039;&#039;&#039; Rain Plugin &amp;amp; Material Functions&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Datei:Engine Club- Rain Plugin00.gif|rahmenlos]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** We checked out the [https://www.fab.com/listings/274c81ae-3554-4801-8ec0-04f93212da06 Easy Rain Plugin] by William Faucher.&lt;br /&gt;
*** We looked at how [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-material-functions-overview material functions] can be used to turn any material into the &amp;quot;rain&amp;quot; material from the Plugin. &lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**&#039;&#039;&#039;15.01.25 - Session 10:&#039;&#039;&#039; Special thanks to Lisa for presenting her work &amp;quot;Columbarium&amp;quot; (2023) &lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1599600/PlateUp/ &amp;quot;Plate Up&amp;quot; (2022)]&lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1987080/Inside_the_Backrooms/ &amp;quot;Inside the Backrooms&amp;quot; (2022)]&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Rain_Plugin00.gif&amp;diff=9714</id>
		<title>Datei:Engine Club- Rain Plugin00.gif</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Rain_Plugin00.gif&amp;diff=9714"/>
		<updated>2025-04-07T12:54:31Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engine Club: Rain Plugin00&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Eye_Exam_Game00.png&amp;diff=9713</id>
		<title>Datei:Engine Club- Eye Exam Game00.png</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Eye_Exam_Game00.png&amp;diff=9713"/>
		<updated>2025-04-07T12:42:26Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engine Club: Eye Exam Game00&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Eye_Exam_Game01.gif&amp;diff=9712</id>
		<title>Datei:Engine Club- Eye Exam Game01.gif</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Eye_Exam_Game01.gif&amp;diff=9712"/>
		<updated>2025-04-07T12:41:29Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engine Club: Eye Exam Game01&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Teleporting_with_Blueprints&amp;diff=9711</id>
		<title>Teleporting with Blueprints</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Teleporting_with_Blueprints&amp;diff=9711"/>
		<updated>2025-04-07T12:25:11Z</updated>

		<summary type="html">&lt;p&gt;Shuree: Die Seite wurde geleert.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9710</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9710"/>
		<updated>2025-04-07T12:23:25Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;30.10.24 - Session 01:&#039;&#039;&#039; Getting to know each other. &lt;br /&gt;
***Video Game of the session: [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
**&#039;&#039;&#039;06.11.24 - Session 02:&#039;&#039;&#039; Creating a game similar to [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
*** [[Datei:Engine Club A game like Pools (2024).gif|rahmenlos|links]] [[Datei:Engine Club- Creating a game similar to &amp;quot;Pools&amp;quot; (2024).mp4|rahmenlos|zentriert]]&lt;br /&gt;
**&#039;&#039;&#039;13.11.24 - Session 03:&#039;&#039;&#039; 3D Sound in Unreal Engine. &lt;br /&gt;
*** [https://my.hidrive.com/share/io-7hyyfu2#$/131124%20Sound%20Room%20%28Playable%20File%29 Sound_Room_Exe (2022)] by Shu: a playable game (Windows compatible) showcasing 3 aspects of sound cue in UE (attenuation radius, binaural spatialisation, occlusion)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/275850/No_Mans_Sky/ &amp;quot;No Man&#039;s Sky&amp;quot; (2016)]&lt;br /&gt;
**&#039;&#039;&#039;20.11.24 - Session 04:&#039;&#039;&#039; Teleporting with Blueprints in UE&lt;br /&gt;
{| style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| [[Datei:Teleporting inside level.png|mini|links|Teleporting inside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level.png|mini|links|Teleporting outside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level with loading screen.png|mini|links|Teleporting outside a level, with a loading screen]]&lt;br /&gt;
|}&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/400/Portal/ &amp;quot;Portal&amp;quot; (2007)]&lt;br /&gt;
**&#039;&#039;&#039;27.11.24 - Session 05:&#039;&#039;&#039; Accurate moon terrain with [https://cesium.com/ Cesium Plugin]&lt;br /&gt;
*** It is a continuation of the previous [https://exmediawiki.khm.de/index.php/15.05.2024_-_Session_10 cesium session.] And we looked at the moon terrain and moon landing sites inside UE. If you like to create your own please continue reading [https://cesium.com/learn/unreal/unreal-cesium-moon-terrain/ here.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1382070/Viewfinder/ &amp;quot;Viewfinder&amp;quot; (2023)]&lt;br /&gt;
**&#039;&#039;&#039;04.12.24 - Session 06:&#039;&#039;&#039; Automated Metahuman Lipsync for UE 5.5&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: left; gap: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example.gif|rahmenlos|links]]&lt;br /&gt;
  [[Datei:Metahuman auto lipsync example02.gif|rahmenlos|links]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*** If you want to learn how to create lip-sync animation automatically from a sound file onto a metahuman, you can check out this [https://www.youtube.com/watch?v=sZyfVYybVFc&amp;amp;list=LL&amp;amp;index=2 tutorial] or check out the [https://www.youtube.com/watch?v=CRQzmcZ_mn0 example.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/546560/HalfLife_Alyx/ &amp;quot;Half-Life: Alyx&amp;quot; (2020)]&lt;br /&gt;
**&#039;&#039;&#039;11.12.24 - Session 07:&#039;&#039;&#039; Game inspired by eye doctor test image &lt;br /&gt;
**18.12.24 - Session 08: Kolja will be presenting &amp;amp; Webfishing 2024 &amp;amp; Hangout before Holiday &lt;br /&gt;
**08.01.25 - Session 09: Open Slot&lt;br /&gt;
**15.01.25 - Session 10: Lisa will be presenting &lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Metahuman_auto_lipsync_example02.gif&amp;diff=9709</id>
		<title>Datei:Metahuman auto lipsync example02.gif</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Metahuman_auto_lipsync_example02.gif&amp;diff=9709"/>
		<updated>2025-04-07T12:17:48Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Metahuman_auto_lipsync_example02&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Metahuman_auto_lipsync_example.gif&amp;diff=9708</id>
		<title>Datei:Metahuman auto lipsync example.gif</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Metahuman_auto_lipsync_example.gif&amp;diff=9708"/>
		<updated>2025-04-07T12:08:10Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Metahuman_auto_lipsync_example&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9707</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9707"/>
		<updated>2025-04-07T11:51:46Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**30.10.24 - Session 01: Getting to know each other. &lt;br /&gt;
***Video Game of the session: [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
**06.11.24 - Session 02: Creating a game similar to [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
*** [[Datei:Engine Club A game like Pools (2024).gif|rahmenlos|links]] [[Datei:Engine Club- Creating a game similar to &amp;quot;Pools&amp;quot; (2024).mp4|rahmenlos|zentriert]]&lt;br /&gt;
**13.11.24 - Session 03: 3D Sound in Unreal Engine. &lt;br /&gt;
*** [https://my.hidrive.com/share/io-7hyyfu2#$/131124%20Sound%20Room%20%28Playable%20File%29 Sound_Room_Exe (2022)] by Shu: a playable game (Windows compatible) showcasing 3 aspects of sound cue in UE (attenuation radius, binaural spatialisation, occlusion)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/275850/No_Mans_Sky/ &amp;quot;No Man&#039;s Sky&amp;quot; (2016)]&lt;br /&gt;
**20.11.24 - Session 04: Teleporting with Blueprints in UE&lt;br /&gt;
{| style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| [[Datei:Teleporting inside level.png|mini|links|Teleporting inside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level.png|mini|links|Teleporting outside a level]]&lt;br /&gt;
| [[Datei:Teleporting outside a level with loading screen.png|mini|links|Teleporting outside a level, with a loading screen]]&lt;br /&gt;
|}&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/400/Portal/ &amp;quot;Portal&amp;quot; (2007)]&lt;br /&gt;
**27.11.24 - Session 05: Accurate moon terrain with [https://cesium.com/ Cesium Plugin]&lt;br /&gt;
*** It is a continuation of the previous [https://exmediawiki.khm.de/index.php/15.05.2024_-_Session_10 cesium session.] And we looked at the moon terrain and moon landing sites. If you like to create your own please continue reading [https://cesium.com/learn/unreal/unreal-cesium-moon-terrain/ here.]&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/1382070/Viewfinder/ &amp;quot;Viewfinder&amp;quot; (2023)]&lt;br /&gt;
**04.12.24 - Session 06: Metahuman Lipsync + Half-Life&lt;br /&gt;
**11.12.24 - Session 07: Game inspired by eye doctor test image &lt;br /&gt;
**18.12.24 - Session 08: Kolja will be presenting &amp;amp; Webfishing 2024 &amp;amp; Hangout before Holiday &lt;br /&gt;
**08.01.25 - Session 09: Open Slot&lt;br /&gt;
**15.01.25 - Session 10: Lisa will be presenting &lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9706</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9706"/>
		<updated>2025-04-02T12:01:12Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**30.10.24 - Session 01: Getting to know each other. &lt;br /&gt;
***Video Game of the session: [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
**06.11.24 - Session 02: Creating a game similar to [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
*** [[Datei:Engine Club A game like Pools (2024).gif|rahmenlos|links]] [[Datei:Engine Club- Creating a game similar to &amp;quot;Pools&amp;quot; (2024).mp4|rahmenlos|zentriert]]&lt;br /&gt;
**13.11.24 - Session 03: 3D Sound in Unreal Engine. &lt;br /&gt;
*** [https://my.hidrive.com/share/io-7hyyfu2#$/131124%20Sound%20Room%20%28Playable%20File%29 Sound_Room_Exe (2022)] by Shu: a playable game (Windows compatible) showcasing 3 aspects of sound cue in UE (attenuation radius, binaural spatialisation, occlusion)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/275850/No_Mans_Sky/ &amp;quot;No Man&#039;s Sky&amp;quot; (2016)]&lt;br /&gt;
**20.11.24 - Session 04: [[Teleporting with Blueprints]]. Playing &amp;quot;Portal&amp;quot; 2007.&lt;br /&gt;
**27.11.24 - Session 05: Cesium Plugin &amp;amp; Let´s Play &amp;quot;Viewfinder&amp;quot; 2023&lt;br /&gt;
**04.12.24 - Session 06: Metahuman Lipsync + Half-Life&lt;br /&gt;
**11.12.24 - Session 07: Game inspired by eye doctor test image &lt;br /&gt;
**18.12.24 - Session 08: Kolja will be presenting &amp;amp; Webfishing 2024 &amp;amp; Hangout before Holiday &lt;br /&gt;
**08.01.25 - Session 09: Open Slot&lt;br /&gt;
**15.01.25 - Session 10: Lisa will be presenting &lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Sound_Room_Exe&amp;diff=9705</id>
		<title>Sound Room Exe</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Sound_Room_Exe&amp;diff=9705"/>
		<updated>2025-04-02T11:44:39Z</updated>

		<summary type="html">&lt;p&gt;Shuree: Die Seite wurde geleert.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9704</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9704"/>
		<updated>2025-04-02T11:43:46Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**30.10.24 - Session 01: Getting to know each other. &lt;br /&gt;
***Video Game of the session: [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
**06.11.24 - Session 02: Creating a game similar to [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
*** [[Datei:Engine Club A game like Pools (2024).gif|rahmenlos|links]] [[Datei:Engine Club- Creating a game similar to &amp;quot;Pools&amp;quot; (2024).mp4|rahmenlos|zentriert]]&lt;br /&gt;
**13.11.24 - Session 03: 3D Sound in Unreal Engine. &lt;br /&gt;
*** [https://my.hidrive.com/share/io-7hyyfu2#$/131124%20Sound%20Room%20%28Playable%20File%29 Sound_Room_Exe (2022)] by Shu: a playable game showcasing 3 aspects of sound cue in UE (attenuation radius, binaural spatialisation, occlusion)&lt;br /&gt;
*** Video Game of the session: [https://store.steampowered.com/app/275850/No_Mans_Sky/ &amp;quot;No Man&#039;s Sky&amp;quot; (2016)]&lt;br /&gt;
**20.11.24 - Session 04: [[Teleporting with Blueprints]]. Playing &amp;quot;Portal&amp;quot; 2007.&lt;br /&gt;
**27.11.24 - Session 05: Cesium Plugin &amp;amp; Let´s Play &amp;quot;Viewfinder&amp;quot; 2023&lt;br /&gt;
**04.12.24 - Session 06: Metahuman Lipsync + Half-Life&lt;br /&gt;
**11.12.24 - Session 07: Game inspired by eye doctor test image &lt;br /&gt;
**18.12.24 - Session 08: Kolja will be presenting &amp;amp; Webfishing 2024 &amp;amp; Hangout before Holiday &lt;br /&gt;
**08.01.25 - Session 09: Open Slot&lt;br /&gt;
**15.01.25 - Session 10: Lisa will be presenting &lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=A_game_similar_to_Pools&amp;diff=9703</id>
		<title>A game similar to Pools</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=A_game_similar_to_Pools&amp;diff=9703"/>
		<updated>2025-04-02T11:16:37Z</updated>

		<summary type="html">&lt;p&gt;Shuree: Die Seite wurde geleert.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9702</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9702"/>
		<updated>2025-04-02T11:15:57Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**30.10.24 - Session 01: Getting to know each other. &lt;br /&gt;
***Video Game of the session: [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
**06.11.24 - Session 02: Creating a game similar to [https://store.steampowered.com/app/2663530/POOLS/ &amp;quot;Pools&amp;quot; (2024)]&lt;br /&gt;
*** [[Datei:Engine Club A game like Pools (2024).gif|rahmenlos|links]] [[Datei:Engine Club- Creating a game similar to &amp;quot;Pools&amp;quot; (2024).mp4|rahmenlos|zentriert]]&lt;br /&gt;
**13.11.24 - Session 03: Sound in Unreal Engine. Playing a [[Sound_Room_Exe]] and playing &amp;quot;No Man&#039;s Sky&amp;quot; 2016.&lt;br /&gt;
**20.11.24 - Session 04: [[Teleporting with Blueprints]]. Playing &amp;quot;Portal&amp;quot; 2007.&lt;br /&gt;
**27.11.24 - Session 05: Cesium Plugin &amp;amp; Let´s Play &amp;quot;Viewfinder&amp;quot; 2023&lt;br /&gt;
**04.12.24 - Session 06: Metahuman Lipsync + Half-Life&lt;br /&gt;
**11.12.24 - Session 07: Game inspired by eye doctor test image &lt;br /&gt;
**18.12.24 - Session 08: Kolja will be presenting &amp;amp; Webfishing 2024 &amp;amp; Hangout before Holiday &lt;br /&gt;
**08.01.25 - Session 09: Open Slot&lt;br /&gt;
**15.01.25 - Session 10: Lisa will be presenting &lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club_A_game_like_Pools_(2024).gif&amp;diff=9701</id>
		<title>Datei:Engine Club A game like Pools (2024).gif</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club_A_game_like_Pools_(2024).gif&amp;diff=9701"/>
		<updated>2025-04-02T11:07:49Z</updated>

		<summary type="html">&lt;p&gt;Shuree: Shuree lud eine neue Version von Datei:Engine Club A game like Pools (2024).gif hoch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engine_Club_A_game_like_Pools_(2024)&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club_A_game_like_Pools_(2024).gif&amp;diff=9700</id>
		<title>Datei:Engine Club A game like Pools (2024).gif</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club_A_game_like_Pools_(2024).gif&amp;diff=9700"/>
		<updated>2025-04-02T11:05:42Z</updated>

		<summary type="html">&lt;p&gt;Shuree: Shuree lud eine neue Version von Datei:Engine Club A game like Pools (2024).gif hoch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engine_Club_A_game_like_Pools_(2024)&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club_A_game_like_Pools_(2024).gif&amp;diff=9699</id>
		<title>Datei:Engine Club A game like Pools (2024).gif</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club_A_game_like_Pools_(2024).gif&amp;diff=9699"/>
		<updated>2025-04-02T11:04:34Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engine_Club_A_game_like_Pools_(2024)&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Creating_a_game_similar_to_%22Pools%22_(2024).mp4&amp;diff=9698</id>
		<title>Datei:Engine Club- Creating a game similar to &quot;Pools&quot; (2024).mp4</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Datei:Engine_Club-_Creating_a_game_similar_to_%22Pools%22_(2024).mp4&amp;diff=9698"/>
		<updated>2025-04-02T10:27:22Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engine Club: Creating a game similar to &amp;quot;Pools&amp;quot; (2024)&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=11.12.2023_-_Session_02&amp;diff=9697</id>
		<title>11.12.2023 - Session 02</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=11.12.2023_-_Session_02&amp;diff=9697"/>
		<updated>2025-04-02T10:08:39Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intro to Material/Shader in UE5&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/essential-unreal-engine-material-concepts Essential Material Concepts]: What are materials?&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/physically-based-materials-in-unreal-engine#whatdoesphysicallybasedmean? Physically Based Materials]: What are PBR materials?&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-material-editor-user-guide Material Editor Guide]: How do you create materials?&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-material-properties Material Properties]: Get to know the details menu inside the material editor.&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/material-inputs-in-unreal-engine Material Inputs]: What are Base, Roughness, Metallic, Specular, etc.?&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/material-data-types-in-unreal-engine Material Data Types]: What is Float 1, 2, 3, 4?&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-substrate-materials-in-unreal-engine Substrate Materials]: What are substrate materials?&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/instanced-materials-in-unreal-engine Instanced Materials]: What is an instanced material, and why do we use it?&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-material-functions-overview Material Functions]: Creating material functions&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-material-expressions-reference Material Expressions Reference]: List of material expressions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you are interested in learning the terminology related to materials/shaders, please check the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab] page under section 2.3 Material/Shader/Texture Terminology.&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=19.06.2024_-_Session_15&amp;diff=9633</id>
		<title>19.06.2024 - Session 15</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=19.06.2024_-_Session_15&amp;diff=9633"/>
		<updated>2025-02-24T15:04:22Z</updated>

		<summary type="html">&lt;p&gt;Shuree: UE5 Lidar Plugin for Pointcloud&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Working with Pointcloud files in UE5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In this session, we delved into the basic workflow of using Laser Scan Data (E57) inside UE5 by using a native plugin called [https://dev.epicgames.com/documentation/en-us/unreal-engine/lidar-point-cloud-plugin-for-unreal-engine LIDAR Plugin].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The E57 file format is a compact, vendor-neutral format for storing point clouds, images, and metadata produced by 3D imaging systems, such as laser scanners (like the Leica BLK 360 G1 we have at CG Lab). You can import the E57 3D point cloud data into 3D and architecture, engineering, and design applications.&lt;br /&gt;
* A point cloud is a 3D description of spatial data consisting of geometric points in space, as measured by capture devices. These points typically represent the 3D shape of a physical object. Each point position has its set of Cartesian coordinates (X, Y, Z). Point clouds are most commonly used to capture the existing (as-built) conditions of a structure. Point cloud data is commonly used to extract analysis from these structures, and to import into 3D design and BIM software workflows. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To follow along the LiDAR Point Cloud Plugin Quick Start Guide, [https://dev.epicgames.com/documentation/en-us/unreal-engine/lidar-point-cloud-plugin-quick-start-guide-in-unreal-engine please continue here].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=F7rJAQZ3xQI SCREEN RECORDING of the session]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=12.06.2024_-_Session_14&amp;diff=9632</id>
		<title>12.06.2024 - Session 14</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=12.06.2024_-_Session_14&amp;diff=9632"/>
		<updated>2025-02-24T12:36:37Z</updated>

		<summary type="html">&lt;p&gt;Shuree: UE 5 Metahuman Creator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intro to creating Custom Metahuman&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In this session, we created a custom metahuman by using [https://metahuman.unrealengine.com/ Metahuman Creator] and UE 5. The main idea was to create an animal-like character, in this case, a cat, to experiment if it´s possible. The result was very shocking and unsettling but it was a very fun experiment. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://metahuman.unrealengine.com/ Metahuman Creator] is a free, cloud-streamed tool you can use to create your own digital humans in an intuitive, easy-to-learn environment. Using MetaHuman Creator, you can customize your digital avatar&#039;s hairstyle, facial features, height, body proportions, and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=hALe_wkLGPk SCREEN RECORDING of the session]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you would like to read further about Metahuman, [https://dev.epicgames.com/documentation/en-us/metahuman/metahuman-creator-overview please continue here.]&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=05.06.2024_-_Session_13&amp;diff=9631</id>
		<title>05.06.2024 - Session 13</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=05.06.2024_-_Session_13&amp;diff=9631"/>
		<updated>2025-02-24T12:29:13Z</updated>

		<summary type="html">&lt;p&gt;Shuree: UE 5 Glass Shader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intro to Transparent Materials&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Creating photorealistic glass materials inside UE 5 was the topic of this session. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When creating certain surface types such as water or glass, you need the ability to make the surface not only see through, but also give the surface a sense of depth and color. In the real world, these properties are referred to as Transparency or Opacity and the two often used interchangeably to describe the same thing. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In Unreal Engine, Transparency and Opacity have two distinct meanings.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Transparency is used to define whether or not a surface can be seen through.&lt;br /&gt;
* Opacity is used to define degree to which a surface transmits light. In other words, the opacity value determines how transparent or opaque (how see-through / hon see-through ) a surface is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use transparency to simulate a variety of different real world surface types, including those listed below.&lt;br /&gt;
* Hair&lt;br /&gt;
* Glass&lt;br /&gt;
* Water&lt;br /&gt;
* Smoke or Fire Visual Effects&lt;br /&gt;
* Clouds&lt;br /&gt;
* Impact Decals&lt;br /&gt;
* Foliage&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To read further about transparency in materials and follow along the tutorial, [https://dev.epicgames.com/documentation/en-us/unreal-engine/using-transparency-in-unreal-engine-materials#transparency please continue here].&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9630</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9630"/>
		<updated>2025-02-24T11:39:50Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 &lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**30.10.24 - Session 01: Getting to know each other. Let´s Play: &amp;quot;Pools&amp;quot; 2024&lt;br /&gt;
**06.11.24 - Session 02: Creating [[ a game similar to Pools]]&lt;br /&gt;
**13.11.24 - Session 03: Sound in Unreal Engine. Playing a [[Sound_Room_Exe]] and playing &amp;quot;No Man&#039;s Sky&amp;quot; 2016.&lt;br /&gt;
**20.11.24 - Session 04: [[Teleporting with Blueprints]]. Playing &amp;quot;Portal&amp;quot; 2007.&lt;br /&gt;
**27.11.24 - Session 05: Cesium Plugin &amp;amp; Let´s Play &amp;quot;Viewfinder&amp;quot; 2023&lt;br /&gt;
**04.12.24 - Session 06: Metahuman Lipsync + Half-Life&lt;br /&gt;
**11.12.24 - Session 07: Game inspired by eye doctor test image &lt;br /&gt;
**18.12.24 - Session 08: Kolja will be presenting &amp;amp; Webfishing 2024 &amp;amp; Hangout before Holiday &lt;br /&gt;
**08.01.25 - Session 09: Open Slot&lt;br /&gt;
**15.01.25 - Session 10: Lisa will be presenting &lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9629</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9629"/>
		<updated>2025-02-24T11:38:41Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagara (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 (with Pavel)&lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**30.10.24 - Session 01: Getting to know each other. Let´s Play: &amp;quot;Pools&amp;quot; 2024&lt;br /&gt;
**06.11.24 - Session 02: Creating [[ a game similar to Pools]]&lt;br /&gt;
**13.11.24 - Session 03: Sound in Unreal Engine. Playing a [[Sound_Room_Exe]] and playing &amp;quot;No Man&#039;s Sky&amp;quot; 2016.&lt;br /&gt;
**20.11.24 - Session 04: [[Teleporting with Blueprints]]. Playing &amp;quot;Portal&amp;quot; 2007.&lt;br /&gt;
**27.11.24 - Session 05: Cesium Plugin &amp;amp; Let´s Play &amp;quot;Viewfinder&amp;quot; 2023&lt;br /&gt;
**04.12.24 - Session 06: Metahuman Lipsync + Half-Life&lt;br /&gt;
**11.12.24 - Session 07: Game inspired by eye doctor test image &lt;br /&gt;
**18.12.24 - Session 08: Kolja will be presenting &amp;amp; Webfishing 2024 &amp;amp; Hangout before Holiday &lt;br /&gt;
**08.01.25 - Session 09: Open Slot&lt;br /&gt;
**15.01.25 - Session 10: Lisa will be presenting &lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=29.05.2024_-_Session_12&amp;diff=9628</id>
		<title>29.05.2024 - Session 12</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=29.05.2024_-_Session_12&amp;diff=9628"/>
		<updated>2025-02-24T11:38:30Z</updated>

		<summary type="html">&lt;p&gt;Shuree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intro to Niagara in UE5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Niagara is Unreal Engine&#039;s next-generation VFX system. With Niagara, the technical artist has the ability to create additional functionality on their own, without the assistance of a programmer. The system is adaptable and flexible. Beginners can start out by modifying templates or behavior examples, and advanced users can create their own custom modules.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* In the Niagara VFX system, there are four core components:&lt;br /&gt;
** Systems&lt;br /&gt;
** Emitters&lt;br /&gt;
** Modules&lt;br /&gt;
** Parameters&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For a more in-depth explanation, please visit [https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-niagara-effects-for-unreal-engine Overview of Niagara].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=M3vMCvsZxVY SCREEN RECORDING of the session]&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=29.05.2024_-_Session_12&amp;diff=9627</id>
		<title>29.05.2024 - Session 12</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=29.05.2024_-_Session_12&amp;diff=9627"/>
		<updated>2025-02-24T11:38:14Z</updated>

		<summary type="html">&lt;p&gt;Shuree: UE 5 Intro to Niagara&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intro to Niagara in UE5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Niagara is Unreal Engine&#039;s next-generation VFX system. With Niagara, the technical artist has the ability to create additional functionality on their own, without the assistance of a programmer. The system is adaptable and flexible. Beginners can start out by modifying templates or behavior examples, and advanced users can create their own custom modules.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* In the Niagara VFX system, there are four core components:&lt;br /&gt;
** Systems&lt;br /&gt;
** Emitters&lt;br /&gt;
** Modules&lt;br /&gt;
** Parameters&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For a more in-depth explanation, please visit [https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-niagara-effects-for-unreal-engine Overview of Niagra].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=M3vMCvsZxVY SCREEN RECORDING of the session]&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=22.05.2024_-_Session_11&amp;diff=9626</id>
		<title>22.05.2024 - Session 11</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=22.05.2024_-_Session_11&amp;diff=9626"/>
		<updated>2025-02-24T11:29:15Z</updated>

		<summary type="html">&lt;p&gt;Shuree: UE 5 Intro to Blueprint II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intro to Blueprint II and Working with Heightmap&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The first 15 minutes of the session is a continuation of last week and talks about how you can implement heightmap data onto UE to create an accurate landscape.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Afterward, Shipeng gave the club an in-depth introduction to Blueprints. We went through the fundamentals of creating blueprints by trying out different nodes.&lt;br /&gt;
Sadly the last 10 minutes of the video didn&#039;t record any sound. I apologize for that. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=_LFeHS6SeSY SCREEN RECORDING of the session]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
UE 5 Project with Blueprint that Shipeng prepared is downloadable [https://www.dropbox.com/scl/fo/bignqjrymko4r0pc06wf6/AD5GdIgM3h-qv9QmWdduzrY?rlkey=tjkb3qycsxxptaglxqxck72m3&amp;amp;st=t0k2oblr&amp;amp;dl=0 here].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=15.05.2024_-_Session_10&amp;diff=9625</id>
		<title>15.05.2024 - Session 10</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=15.05.2024_-_Session_10&amp;diff=9625"/>
		<updated>2025-02-24T11:20:16Z</updated>

		<summary type="html">&lt;p&gt;Shuree: UE 5 Cesium I&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intro to Cesium Plugin I&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During this session, we continued our introduction to the landscaping from last semester. We used the [https://cesium.com/ Cesium] Plugin to explore 3D Data and the real location of the world. Cesium is an open platform for 3D geospatial data and tiles. We utilized it to create real-world locations inside UE 5 and tried different maps and modes like Google and Bing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=SStgoA4UiG0 SCREEN RECORDING of the session] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9624</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9624"/>
		<updated>2025-02-24T11:10:41Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon or Cel Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagra (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 (with Pavel)&lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**30.10.24 - Session 01: Getting to know each other. Let´s Play: &amp;quot;Pools&amp;quot; 2024&lt;br /&gt;
**06.11.24 - Session 02: Creating [[ a game similar to Pools]]&lt;br /&gt;
**13.11.24 - Session 03: Sound in Unreal Engine. Playing a [[Sound_Room_Exe]] and playing &amp;quot;No Man&#039;s Sky&amp;quot; 2016.&lt;br /&gt;
**20.11.24 - Session 04: [[Teleporting with Blueprints]]. Playing &amp;quot;Portal&amp;quot; 2007.&lt;br /&gt;
**27.11.24 - Session 05: Cesium Plugin &amp;amp; Let´s Play &amp;quot;Viewfinder&amp;quot; 2023&lt;br /&gt;
**04.12.24 - Session 06: Metahuman Lipsync + Half-Life&lt;br /&gt;
**11.12.24 - Session 07: Game inspired by eye doctor test image &lt;br /&gt;
**18.12.24 - Session 08: Kolja will be presenting &amp;amp; Webfishing 2024 &amp;amp; Hangout before Holiday &lt;br /&gt;
**08.01.25 - Session 09: Open Slot&lt;br /&gt;
**15.01.25 - Session 10: Lisa will be presenting &lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=08.05.2024_-_Session_09&amp;diff=9623</id>
		<title>08.05.2024 - Session 09</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=08.05.2024_-_Session_09&amp;diff=9623"/>
		<updated>2025-02-24T11:09:49Z</updated>

		<summary type="html">&lt;p&gt;Shuree: UE5 Cel or Toon Shader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intro on Toon/Cel Shader&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic the style of a comic book or cartoon and/or give the render a characteristic paper-like texture.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During this session, we looked at how we can implement 2D style within the UE environment by using post-process volume materials that act as a filter that imitates traditional handpainted aesthetics like bold colors and outlines.&lt;br /&gt;
If you like to use the post-process volume materials, you can download them [https://www.dropbox.com/scl/fo/2g5u7z7icuyqt25vg3u9l/AJcPuapHyBhogHZyJUtKSMc?rlkey=ylc0z75v2qr6mso2o115ri910&amp;amp;st=ijdgdax3&amp;amp;dl=0 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=sA-VZkMAwVI SCREEN RECORDING of the session]&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=22.04.2024_-_Session_08&amp;diff=9622</id>
		<title>22.04.2024 - Session 08</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=22.04.2024_-_Session_08&amp;diff=9622"/>
		<updated>2025-02-24T11:02:07Z</updated>

		<summary type="html">&lt;p&gt;Shuree: UE5 Metahuman &amp;amp; Motion Capture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intro to Metahuman and Using Motion Capture Animation on any Metahuman&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.unrealengine.com/en-US/metahuman Metahuman] is a complete framework that gives any creator the power to create and use fully rigged, photorealistic digital humans in a variety of projects powered by Unreal Engine 5. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During this session, we looked at the basics of working with Metahuman such as importing in and adjusting the skeleton. Later we animated the metahuman character using motion capture animation from the Rokoko Mocap Suits that we use in the CG Lab.&lt;br /&gt;
Please note that there will be a slight difference in the workflow now, due to different versions of UE and also due to Quixel Megascan moving to FAB. There is also a later session (SoSe 24, Session 14) that delves deeper into creating custom Metahuman by using the [https://metahuman.unrealengine.com/ Metahuman Creator]. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=RDJhUEPTuVQ SCREEN RECORDING of the session]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Mocap Animations that we used during the session are also available to download [https://www.dropbox.com/scl/fo/x592fo63df7jb5yfp3hsc/AAaErCL3qA93uiF0DS5VZ7s?rlkey=vks8s529h515bnwbc4bp43da4&amp;amp;dl=0 here].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
	<entry>
		<id>https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9613</id>
		<title>Unreal Club</title>
		<link rel="alternate" type="text/html" href="https://exmediawiki.khm.de/index.php?title=Unreal_Club&amp;diff=9613"/>
		<updated>2025-02-19T13:04:02Z</updated>

		<summary type="html">&lt;p&gt;Shuree: /* Archive of all previous sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Engine Club ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Every Wednesday (during the semester) from 17:00 to 19:00 in the [https://exmediawiki.khm.de/index.php/CG_Lab CG Lab].&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.khm.de/lehrende/id.31254.shuree-sarantuya/ contact shuree]&lt;br /&gt;
&lt;br /&gt;
[https://en.khm.de/lehrende/id.31253.nathan-schoenewolf/ contact nathan]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
EN: &lt;br /&gt;
Engine Club is a student club for those who are interested in using [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] and playing video games. The Unreal Engine is an essential part of game development and virtual productions today. In this club we will explore learning, exploring, playing, experimenting, implementing, building, landscaping, soundscaping, simulating, animating, node-based programming, and developing game engine-based artworks. Basic knowledge is recommended. The club is meant as a social gathering/hang-out space and will be held in English.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
DE: &lt;br /&gt;
Engine Club ist ein Studierendenclub für alle, die daran interessiert sind, mit [https://www.unrealengine.com/en-US/unreal-engine-5 Unreal Engine 5] zu arbeiten und Videospiele zu spielen. Unreal Engine ist heute ein wesentlicher Bestandteil der Entwicklung von Spielen und virtuellen Produktionen. In diesem Club beschäftigen wir uns mit dem Lernen, Forschen, Spielen, Experimentieren, Implementieren, Bauen, Landscaping, Soundscaping, Simulieren, Animieren, Programmieren auf Node-Basis und der Entwicklung von Game Engine-basierten Arbeiten. Grundkenntnisse sind empfohlen. Der Club versteht sich als sozialer Treffpunkt und findet auf Englisch statt.&lt;br /&gt;
&lt;br /&gt;
== Documentation for complete beginners ==&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine How to install Unreal Engine 5]&lt;br /&gt;
* [https://www.youtube.com/watch?v=EpwtGy7lns0 UE5 Intro - A Video Tutorial from Shu]&lt;br /&gt;
* [[UE5 Keyboard Shortcuts Guide]]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface UE5 Interface Guide]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-terminology UE5 Terminology]&lt;br /&gt;
* [https://dev.epicgames.com/documentation/en-us/unreal-engine/tools-and-editors-in-unreal-engine UE5 Tools &amp;amp; Editors]&lt;br /&gt;
* [https://exmediawiki.khm.de/index.php/Documentation_for_complete_beginners For more documentation]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive of all previous sessions ==&lt;br /&gt;
* WiSe 23/24&lt;br /&gt;
**[[27.11.2023 - Session 01]]: Getting to know UE5&lt;br /&gt;
**[[11.12.2023 - Session 02]]: Intro to Material/Shader in UE5&lt;br /&gt;
**[[18.12.2023 - Session 03]]: Video Material and Sound Cues&lt;br /&gt;
**[[08.01.2024 - Session 04]]: Intro to Blueprint &lt;br /&gt;
**[[15.01.2024 - Session 05]]: Intro to Landscaping (Video recorded)&lt;br /&gt;
**[[22.01.2024 - Session 06]]: Intro to sequencer (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* SoSe 2024 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**[[15.04.2024 - Session 07]]: Getting to know each other&lt;br /&gt;
**[[22.04.2024 - Session 08]]: Mocap on Metahuman (Video recorded)&lt;br /&gt;
**[[08.05.2024 - Session 09]]: Toon/Cell/Stylize Shader (Video recorded)&lt;br /&gt;
**[[15.05.2024 - Session 10]]: Cesium Plugin (Video recorded)&lt;br /&gt;
**[[22.05.2024 - Session 11]]: Intro to Blueprint II (with Shipeng and video recorded)&lt;br /&gt;
**[[29.05.2024 - Session 12]]: Intro to Niagra (Video recorded)&lt;br /&gt;
**[[05.06.2024 - Session 13]]: Glass Shaders in UE5 (with Pavel)&lt;br /&gt;
**[[12.06.2024 - Session 14]]: Creating a custom Metahuman (Video recorded)&lt;br /&gt;
**[[19.06.2024 - Session 15]]: Working with Pointcloud in UE 5 (Video recorded)&lt;br /&gt;
&lt;br /&gt;
* WiSe 24/25 &#039;&#039;(not final - under maintenance)&#039;&#039;&lt;br /&gt;
**30.10.24 - Session 01: Getting to know each other. Let´s Play: &amp;quot;Pools&amp;quot; 2024&lt;br /&gt;
**06.11.24 - Session 02: Creating [[ a game similar to Pools]]&lt;br /&gt;
**13.11.24 - Session 03: Sound in Unreal Engine. Playing a [[Sound_Room_Exe]] and playing &amp;quot;No Man&#039;s Sky&amp;quot; 2016.&lt;br /&gt;
**20.11.24 - Session 04: [[Teleporting with Blueprints]]. Playing &amp;quot;Portal&amp;quot; 2007.&lt;br /&gt;
**27.11.24 - Session 05: Cesium Plugin &amp;amp; Let´s Play &amp;quot;Viewfinder&amp;quot; 2023&lt;br /&gt;
**04.12.24 - Session 06: Metahuman Lipsync + Half-Life&lt;br /&gt;
**11.12.24 - Session 07: Game inspired by eye doctor test image &lt;br /&gt;
**18.12.24 - Session 08: Kolja will be presenting &amp;amp; Webfishing 2024 &amp;amp; Hangout before Holiday &lt;br /&gt;
**08.01.25 - Session 09: Open Slot&lt;br /&gt;
**15.01.25 - Session 10: Lisa will be presenting &lt;br /&gt;
**22.01.25 - Session 11: Working with USD File in UE5&lt;br /&gt;
**29.01.25 - Session 12: Looking at what we learned this semester&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shuree</name></author>
	</entry>
</feed>