Great presentation. This is the sort of learning material i have been wanting to get my hands on. Anything that helps me learn Houdini with a focus towards games rather then films is a massive plus, but hey all skills are transferable right…
Thanks for sharing!
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Work in Progress » Real-Time VFX Pipelines
- dustykhan
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Houdini Learning Materials » L-System and randomly selected leaves
- dustykhan
- 25 posts
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I'm no Houdini expert but I would set a point as the leaf geo used by the l-system, which you can then set as a group and use to instance the leaves onto.
Once you have your L-System and leaf group set up, connect this to the second input of a Copy sop and then add the Switch to the first input. You can then create a stamp function to randomly select the leaves and copy them to the leaf group.
Not sure if I have explained it too well and there is probably a better way of approaching this, but I'm pretty sure that should work…
Once you have your L-System and leaf group set up, connect this to the second input of a Copy sop and then add the Switch to the first input. You can then create a stamp function to randomly select the leaves and copy them to the leaf group.
Not sure if I have explained it too well and there is probably a better way of approaching this, but I'm pretty sure that should work…
Work in Progress » (Image Heavy) Houdini - Modo - Substance Designer
- dustykhan
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Hi Magnus, thanks for your response.
So I assume you are using the Poly Reduce tool in Houdini to create the low poly mesh, which you then bring into Substance to create the masks and bake?
Wouldn't you get higher quality results if you were to retopologize the simulated mesh back in modo, which would then allow you to create a cleaner mesh and properly UV the asset before baking?
I guess one of the reasons to create procedural assets is to save time during the production cycle, but how do you then measure the time saved/asset quality ratio?
So I assume you are using the Poly Reduce tool in Houdini to create the low poly mesh, which you then bring into Substance to create the masks and bake?
Wouldn't you get higher quality results if you were to retopologize the simulated mesh back in modo, which would then allow you to create a cleaner mesh and properly UV the asset before baking?
I guess one of the reasons to create procedural assets is to save time during the production cycle, but how do you then measure the time saved/asset quality ratio?
Houdini Learning Materials » tutorial for understanding what nodes do what in vop shops
- dustykhan
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I would also highly recommend the tutorials by Rohan Dalvi (www.rohandalvi.net). They are extremely informative and some of the best Houdini tutorials I have seen. Also Peter Quint's tutorials are very good (https://vimeo.com/channels/54102) [vimeo.com] but I'm not sure other then these two https://vimeo.com/channels/pqhoudini/80134507 [vimeo.com] & https://vimeo.com/channels/pqhoudini/42486306 [vimeo.com] that he has any others on materials or shaders…
Work in Progress » (Image Heavy) Houdini - Modo - Substance Designer
- dustykhan
- 25 posts
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I saw this in the Modo forums and I have to say what you have done is brilliant. I am currently trying to learn Houdini to produce game assets, but I am having trouble getting my head around the best way to approach UVs in Houdini.
Would you mind explaining a bit more about your UVing, texture baking and general workflow? I assume you bake all maps in substance, but how do you approach creating the UVs for modular assets in houdini, or do you bring the optimised geo back into Modo for that?
Tack
Would you mind explaining a bit more about your UVing, texture baking and general workflow? I assume you bake all maps in substance, but how do you approach creating the UVs for modular assets in houdini, or do you bring the optimised geo back into Modo for that?
Tack
Houdini Learning Materials » Procedural Asset UV Generation
- dustykhan
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Houdini Learning Materials » Procedural Asset UV Generation
- dustykhan
- 25 posts
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Is there any good reference on procedural asset UV generation, as I am struggling trying to figure out the best way to approach this for my assets which are to be used in a game engine.
Thanks.
Thanks.
Houdini Learning Materials » Touble creating a book - Lofting from lines? [SOLVED]
- dustykhan
- 25 posts
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Managed to crack it!
Not sure if I went about it in the best way, but it works for what I need it to which is good. If anybody has any ideas on how to improve upon this then please let me know.
Files attached for anybody who wants to take a look
Not sure if I went about it in the best way, but it works for what I need it to which is good. If anybody has any ideas on how to improve upon this then please let me know.
Files attached for anybody who wants to take a look
Houdini Indie and Apprentice » Use Single Licence on Both Linux and Windows?
- dustykhan
- 25 posts
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Is it possible to install and license Houdini Indie on both Linux and Windows (dual boot) with one license?
Thanks
Thanks
Houdini Learning Materials » Touble creating a book - Lofting from lines? [SOLVED]
- dustykhan
- 25 posts
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My aim is to learn Houdini well enough to create procedural assets to incorporate into a game production environment, so I am using the polycount throne room challenge [polycount.com] as an opportunity to do so.
Obviously once I become proficient enough within Houdini, I imagine that you can save huge amounts of time on creating iterations of the same object such as a book.
The aim of the book is mainly a prop to be displayed on a table/shelf, so I require the ability to alter the height, width and depth of the cover and pages. If its possible to add an open state (open from the middle), then I would definitely like to incorporate such functionality into the asset.
Obviously once I become proficient enough within Houdini, I imagine that you can save huge amounts of time on creating iterations of the same object such as a book.
The aim of the book is mainly a prop to be displayed on a table/shelf, so I require the ability to alter the height, width and depth of the cover and pages. If its possible to add an open state (open from the middle), then I would definitely like to incorporate such functionality into the asset.
Houdini Learning Materials » Touble creating a book - Lofting from lines? [SOLVED]
- dustykhan
- 25 posts
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OK I decided to come back to this after some time off and have managed to create the books cover, but I haven't got a clue on how to implement the pages into the book. If anybody could shed some light on how to go about this, I would be most appreciative.
Thanks
Thanks
Houdini Learning Materials » Touble creating a book - Lofting from lines? [SOLVED]
- dustykhan
- 25 posts
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I have created a profile of a book that includes the outer cover, inner cover and pages and was wondering if its possible to ‘loft’ (use the skin node?) to join them together in a particular order to then form my book.
Hopefully the attached file makes sense, but if there is an easier way to approach this please let me know.
Thanks
Hopefully the attached file makes sense, but if there is an easier way to approach this please let me know.
Thanks
Edited by - Feb. 12, 2015 08:51:50
Houdini Learning Materials » Finding Correct Height For Bookshelf Dividers [SOLVED]
- dustykhan
- 25 posts
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Brilliant, thanks for the help!
I managed to crack the vertical divider height issue how you suggested!
I have added the file for anybody who wants it
Thanks again!
I managed to crack the vertical divider height issue how you suggested!
I have added the file for anybody who wants it
Thanks again!
Houdini Learning Materials » Finding Correct Height For Bookshelf Dividers [SOLVED]
- dustykhan
- 25 posts
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Hi arctor,
Thanks for the help, It's definitely tidier then the way I was doing it previously, especially the top of the book shelf!
The issue with the vertical dividers is however still present. So when increasing the total height, the dividers height aren't 100% of the total gap between the shelf's. This to me seems strange as I am dividing the total height by the amount of points creating the shelf's but then when reducing the height by ‘y’ amount they intersect and when increasing above ‘x’ there is a gap.
Is there a way to correct this, or have I missed something within the file you sent?
Thanks!
Thanks for the help, It's definitely tidier then the way I was doing it previously, especially the top of the book shelf!
The issue with the vertical dividers is however still present. So when increasing the total height, the dividers height aren't 100% of the total gap between the shelf's. This to me seems strange as I am dividing the total height by the amount of points creating the shelf's but then when reducing the height by ‘y’ amount they intersect and when increasing above ‘x’ there is a gap.
Is there a way to correct this, or have I missed something within the file you sent?
Thanks!
Houdini Learning Materials » Finding Correct Height For Bookshelf Dividers [SOLVED]
- dustykhan
- 25 posts
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I have created a simple book shelf with vertical dividers between the shelf's. The issue I am having is working out the height of of the dividers. Currently I am dividing the total height by the point number of the line I am copying to, but this doesn't seem to work.
I have attached the sample file of what I am trying to create.
Any help with this is appreciated!
I have attached the sample file of what I am trying to create.
Any help with this is appreciated!
Edited by - Jan. 23, 2015 07:24:26
Houdini Learning Materials » Sculpted Particle Fluid - Terrain
- dustykhan
- 25 posts
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Thanks for your help, thats much better! Is the reason for my issue due to th scale of my terrain, or is that the shelf toolss dont quite set everything you need to get it working of the bat…?
Houdini Learning Materials » Sculpted Particle Fluid - Terrain
- dustykhan
- 25 posts
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Houdini Learning Materials » Sculpted Particle Fluid - Terrain
- dustykhan
- 25 posts
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I have created a terrain with a river that I am trying to use the Sculpted Particle Fluid with, but I am having some issues.
It appears to create the fluid the full width of the terrain and not just within the spce between the selected terrain and fluid surface. I have attached a screenshot alng with the file. Any help would be appreciated.
It appears to create the fluid the full width of the terrain and not just within the spce between the selected terrain and fluid surface. I have attached a screenshot alng with the file. Any help would be appreciated.
Houdini Learning Materials » Tutorials is the point
- dustykhan
- 25 posts
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I am not sure I understand your question, but there are a ton of tutorials for Houdini out there. I will list a few below and hopefully you will find one covering your needs!
http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=192&Itemid=346 [sidefx.com]
http://vimeo.com/user2030228 [vimeo.com]
http://cmivfx.com/store/ [cmivfx.com]
http://www.3dbuzz.com/training/topic/houdini?resetFilters=True [3dbuzz.com]
Im sure if you cant find the answer in a tutorial, post a question on this or http://forums.odforce.net/ [forums.odforce.net] forum somebody will be able to help
http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=192&Itemid=346 [sidefx.com]
http://vimeo.com/user2030228 [vimeo.com]
http://cmivfx.com/store/ [cmivfx.com]
http://www.3dbuzz.com/training/topic/houdini?resetFilters=True [3dbuzz.com]
Im sure if you cant find the answer in a tutorial, post a question on this or http://forums.odforce.net/ [forums.odforce.net] forum somebody will be able to help
Technical Discussion » Houdini 12.5 Crash on Splash Screen (Arch Linux) - SOLVED
- dustykhan
- 25 posts
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Works like a charm with nvidia-304xx drivers from Arch Linux Packages! Thank again for your help!
Just need to figure out how to mark this thread as solved
Just need to figure out how to mark this thread as solved
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