Purpose: Quickly create and modify mountain models Can be used for white boxes and distant landscapes in the early stage of game design
Feature:
1. Provides a variety of ways to generate mountains, including points and lines. 2. The shape of the mountain can be modified by controlling some control points. 3.It can be spliced with white boxes of other shapes to form any mountain range. 4.Reusable mountain assets can be generated in a refined manner.
This is a set of frameworks for vegetation distribution in the Unreal editor.
There are 2 purposes: 1. It is a non-destructive process and can participate in large projects. 2. It can be used in the unreal editor for artists who don't have much Houdini experience.
Features:
1. Supports growth in heightfield and Mesh at the same time.
Based on heightfield: Each layer needs to be processed in the editor.
Provides a wealth of layer data: including hand-swiped layer, feature layer, noise layer, pattern layer and layer generated by the interaction of mesh and height.
Adjust the layer value range: Provides an hda that parses the expression of the layer, and can freely mix each layer.
Based on mesh: Various types of polygons need to be processed in the editor.At present, the function is relatively simple.It provides the conversion of model data into point or spline data.In the future, it will support the generation of vegetation based on the attributes and texture of the point.
2.An unlimited number of Biome parameter lists. Each Biome parameter HDA will generate a json file. When you adjust the parameters, the json file will be updated in real time. The advantage of this is that the parameters can be separated from the main Cook program. And it can be processed uniformly through external steps. When you need to cook, the main program will read all json files and process them in parallel.Because the main program is based on PDG, it is especially suitable for multi-tile processing. The mutual influence between the parameter lists, each parameter HDA has a unique tag, and the tag can reference and influence each other.
3. The main Cook program HDA. All arithmetic logic is integrated here.
It extracts useful layers and meshes based on all json files.
Automatically recognize input type and output type.
The properties of the vegetation itself are set, including collisions with each other.
This is a basic vegetation distribution program, which can be easily expanded according to actual needs.
If the vegetation tool can be put into Houdini labs, I am willing to improve the function and continue to provide updates.
I am making a vegetation tool based on a non-destructive process. It can adjust parameters and run in the engine editor.
Most of the work has been completed. There are still some features in production.
This is a huge project, the tool consists of three parts, 10+ HDAs.
Part 1: Layer processing
Support editor tool input:
Brush Use the editor's landscape material (Done)
Spline(WIP)
StaticMesh&BSP&etc..(WIP)
Serialization:
Height field (done)
Brush layer (done)
Features layer (done)
Pattern layer (WIP)
Noise layer (WIP)
The calculation, merging, and output between layers can be realized in the editor, and vex expressions are supported at the same time. (done)
Layers are visualized in the editor (WIP)
Multi-tile parallel processing (WIP)
Part 2: Parameter List Set
Separate the parameter list from the main program, and each parameter list can be serialized. (done)
Generate vegetation on a variety of objects, currently only landscape is supported(done)
Support multiple object input, and support weight (done)
Support self-collision and collision detection with other "populations" (done)
Support multiple mask removal (done)
Support minor adjustments to the layer, such as blur, expand, shrink(done)
Support material influence (WIP)
Support Terrain Impact (WIP)
Support for generating vegetation on staticmesh(WIP)
Support for generating vegetation on curves and single points(WIP)
Part 3: Main program
Based on PDG, support multi-tile generation. (done)
Support multi-parameter list input. (done)
Optimize import layer settings(done)
Optimize cook speed (WIP)
Support decoding of all mask parameters (WIP)
This is the result of the current work
I have completed most of the work from the 20th to now, and tested the stability.I am not sure that all the work can be completed before the 30th, but the stability of the new tools will be maintained.
I really feel that sidefx provides such a great software that allows me to realize my ideas!
I used to compile the hdk code with Xcode,and success. Get a dylib . named SOP_Star.dylib . the I add the SOP_Star.dylib into $HOME/Library/Preferences/houdini/13.0/dso ..
open houdini ,,can't read the SOP_Star.dylib..
I don't why!!!! I really want to know..I spent two days…:?:?:?