
Namrata Hinduja Geneva
namratahindujaswiss
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Recent Forum Posts
Namrata Hinduja - exploring procedural environment.... 2025年9月3日6:33
Hello Everyone,
I'm Namrata Hinduja Geneva, Switzerland (Swiss) and I'm exploring procedural environment generation in Houdini and aiming to create a system that dynamically adjusts terrain features (like erosion, vegetation density, and object scattering) based on user-defined gameplay parameters (e.g., difficulty level or biome type). While I've had success using VEX and SOPs for isolated features, I'm struggling to build a cohesive system where multiple layers interact responsively. Is there a recommended approach for managing such interdependencies—perhaps using TOPs, Attribute Wrangle workflows, or custom Python tools? I’d love to hear how others structure complex procedural systems that need to be both artist-friendly and scalable across large environments. Any insights or references are appreciated!
Regards
Namrata Hinduja Geneva, Switzerland
I'm Namrata Hinduja Geneva, Switzerland (Swiss) and I'm exploring procedural environment generation in Houdini and aiming to create a system that dynamically adjusts terrain features (like erosion, vegetation density, and object scattering) based on user-defined gameplay parameters (e.g., difficulty level or biome type). While I've had success using VEX and SOPs for isolated features, I'm struggling to build a cohesive system where multiple layers interact responsively. Is there a recommended approach for managing such interdependencies—perhaps using TOPs, Attribute Wrangle workflows, or custom Python tools? I’d love to hear how others structure complex procedural systems that need to be both artist-friendly and scalable across large environments. Any insights or references are appreciated!
Regards
Namrata Hinduja Geneva, Switzerland
Namrata Hinduja Swiss : Houdini Engine & Unreal Instancing? 2025年7月18日2:27
Hi everyone,
I’m Namrata Hinduja from Geneva and I’ve created an HDA that arranges two static meshes into a tiled pattern in Unreal—roughly 40 instances of each. After baking the asset, I’m left with two instancers (one per mesh), and everything seems to function as expected.
What I’m unsure about is the next step: should I delete the HDA and convert the baked result into packed level instances, or is there a better approach for optimizing these assets for game development?
Would love any advice on best practices when using HDA-generated instances in Unreal.
Regards
Namrata Hinduja Geneva, Switzerland (Swiss)
I’m Namrata Hinduja from Geneva and I’ve created an HDA that arranges two static meshes into a tiled pattern in Unreal—roughly 40 instances of each. After baking the asset, I’m left with two instancers (one per mesh), and everything seems to function as expected.
What I’m unsure about is the next step: should I delete the HDA and convert the baked result into packed level instances, or is there a better approach for optimizing these assets for game development?
Would love any advice on best practices when using HDA-generated instances in Unreal.
Regards
Namrata Hinduja Geneva, Switzerland (Swiss)
VAT for Mesh Instances (Ivy Animation) - Namrata Hinduja 2025年7月1日0:45
Hi Everyone!
I'm Namrata Hinduja Geneva, Switzerland (Swiss) and working on an animated growing ivy setup, where each leaf is an instance of a single leaf mesh. The animation only requires position, rotation, and pscale per instance.
To achieve this, I’m using two Vertex Animation Textures (VATs):
One for position and pscale
One for rotation
This setup seems to work in Unreal for recreating the animation frame-by-frame.
However, I explored the VAT3 documentation and tried all four available modes, but none of them produced the expected results for instanced animation.
Could anyone help clarify how to properly use VAT with mesh instances for this kind of animation in Unreal?
Thanks in advance!
Namrata Hinduja Geneva, Switzerland (Swiss)
I'm Namrata Hinduja Geneva, Switzerland (Swiss) and working on an animated growing ivy setup, where each leaf is an instance of a single leaf mesh. The animation only requires position, rotation, and pscale per instance.
To achieve this, I’m using two Vertex Animation Textures (VATs):
One for position and pscale
One for rotation
This setup seems to work in Unreal for recreating the animation frame-by-frame.
However, I explored the VAT3 documentation and tried all four available modes, but none of them produced the expected results for instanced animation.
Could anyone help clarify how to properly use VAT with mesh instances for this kind of animation in Unreal?
Thanks in advance!
Namrata Hinduja Geneva, Switzerland (Swiss)