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Asset Requests
M3M The Line stands out as the ultimate urban address by seamlessly blending luxury, modern design, and prime location. With world-class amenities, smart architecture, and vibrant community spaces, it offers a lifestyle that’s both comfortable and prestigious. Perfect for those seeking convenience, elegance, and a dynamic urban experience in one exclusive address. https://housepincode.com/properties/m3m-the-line-in-noida-sector-72/
A tool to create rock procedurally using noise maps.
I've been looking for an importer that can import libraries of Real Displacement Textures. There should be something universal -game engines have them, Mari has their own for RDT etc Usually the importer will allow you to specify a naming convention with for example anything that has _nm or _normalmap will be read from the textures and automatically imported for the right channel(s) I have thousands of textures not only from RDT but others as well and it would be insane to import them all 1 by 1. With RDT correct displacement levels should be applied. With RDT textures the naming convention is a suffix of _AO_8k.jpg Bump_8K.jpg _COLOR_8k.jpg _HI-GLOSS_8k.jpg (metallic) _NORMAL_8k.jpg _ROUGHNESS_8k.jpg _DEPTH_8k.tif Displacement is greybased .5 displaced inward & outward.
Hello there :) I need exactly this Sun Asset done here like it is seen in the Tutorial. You may ask, why I just dont do it after the tutorial, the answer is, its incomplete. So anybody who is able to make such a sun asset with large sun erruptions should please contact me asap. We will discuss the pricing and creation time frame accordingly to the client needs. Thanks a lot for your time dudes, iam looking forward to hear from you soon. Cheers https://www.youtube.com/watch?v=ExUbAuK0B-s&t=4s
An asset that would allow morphing between multiple geometry that have velocities/direction controlled by a particle system or spring node. Allowing something like paper or ash to morph into birds. Not easy I'm sure.
Rain that can be set from light rain to torrential rain. Thrown in light with random (to simulate lightning) for good measure.
Hello everyone, I recently started using Houdini for a test, how can I connect the edges between segments that I created through Voronoi fracture? I want to get something similar to what Akira Saito is doing, generating a hard surface, but without any unnecessary settings for me . Just connect the edges, it is better with 1 segment in the middle but it can be without. Here is the model now: https://ibb.co/9V94xPf This is how the model should look like: https://ibb.co/GRNwBZg https://ibb.co/j6kgwqX Thanks in advance for the answers