Check out this [vimeo.com] HIVE Video. Now, keep in mind this is for the Unity Plug in. But can be done for Unreal with some tweaking (so I am told).
Also there is a tutorial here on the SideFX site for WFC in UE4 as dungeon generator. which can be found here [www.sidefx.com].
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PDG/TOPs » Procedural Generation of 3D enviroments
- AngryFallen
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Houdini Learning Materials » Procedural Coridor Generator - GDC 2018 Tutorial
- AngryFallen
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sburke
It is not the same thing but there is really good tutorial from David Kahl on Pluralsight where the course shows how to create a similar environment using VEX. It's fairly complex but worth the time:
https://app.pluralsight.com/library/courses/houdini-vex-fundamentals/table-of-contents [app.pluralsight.com]
You might run into the similar problems the people doing the Lake House tutorial are running into.
I noticed a major difference between the old forloop subnet node and the new ones. The old one has multiple inputs. The new one does not. I don't know enough about how these work in houdini. I do know you need to use the for loop by number and need to be able loop through each gateway and corridor. Which is where I am stuck at the moment.
Houdini Indie and Apprentice » Multi-geometry scene as a single file.
- AngryFallen
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Houdini Indie and Apprentice » Multi-geometry scene as a single file.
- AngryFallen
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Houdini Indie and Apprentice » Multi-geometry scene as a single file.
- AngryFallen
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I am using a Kitbash 3d file. I had searched on the forums prior, and did find this [www.sidefx.com] in reference to Kitbash. Unfortunately, the author's script doesn't work in the new kits, and has to be adjusted for each kit used. While I am fairly new to Houdini, I think what I am trying to achieve is to break down the scene file assets into separate HDA/TOPS for use in a PDG and sending it to Unreal. The file has several example buildings but is designed to mix and match at the designers discretion. Also, I am getting some random points in the scene. Could these just be modeling artifacts? These are impmorted as FBX. I can also import as OBJ, but I've read the they don't play when in Houdini.
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