Houdini Engine for Godot Release

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Hey everyone,

wanted to share my implementation of Houdini Engine for Godot [github.com].

For a quick overview, check this video [youtu.be].

I took a bit of a different approach from official implementations. It's a C++ GDExtension for Godot, which exposes Houdini nodes as classes to GDScript. So you could theoretically write your own Godot tool scripts to start and stop sessions, create and connect nodes in Houdini, and retrieve geometry data. You can even configure which attributes to read and split by.

Recently I also introduced a default solution similar to the HoudiniAssetActor in Unreal. The HEGoNode3D works with a bottom panel, which generates UI for parameters and inputs, and supports spawning meshes, instancing existing ones via MultiMeshInstance3D nodes, and spawning registered classes, instantiating scenes, and setting custom properties on spawned objects.

Would appreciate any feedback. If you run into any issues, please don't hesitate to ask for help. It's heavy WIP and a bit of a learning project for me(started it to learn C++), so some issues are expected.

Currently it sadly does require a commercial Houdini license. If you're an indie user, I'm still interested in your input though, as I could imagine SideFx might eventually allow it to be used with Indie licenses.

Cheers
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