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総再生時間: 38m 02s

このレッスンでは、プロシージャルなノードとネットワークを使用してカスタムの brickify(ブロック化)ツールを自作し、機能やインターフェースを定義する方法について学習します。

このレッスンの最後では、Houdini Engineプラグインについて説明します。Houdini Engine プラグイン ページより各ホストアプリケーション用プラグインのインストール方法をご参照ください。

Houdini 19.5 用の Houdini Foundations のすべての章は PDF としてダウンロードすることも印刷書籍として購入することも可能です。この本は 224ページ、9章で構成され、Houdini への第一歩を踏み出すのに最適です。

CREATED BY

ROBERT MAGEE

Robert Magee is a Senior Product Marketing Manager at SideFX who has been working with Houdini for 20 years. He has created lots of learning material and demos designed to help artists understand how going procedural with Houdini can benefit their work.

More from Robert Magee

コメント

  • unrealjoshc 3年, 2ヶ月 前  | 

    Just a small correction at 3:15 you said to "select all the faces" but the edges are being selected instead. Just noticed it on second time through this tutorial. Great job btw!

    • subvisor 2年, 11ヶ月 前  | 

      one can choose the correct one from the parameters pane of the group

  • nayaleta 3年, 1ヶ月 前  | 

    help, nothing happens when I clic shift +

    • Xeyem 3年, 1ヶ月 前  | 

      He uses an English keyboard. On my German keyboard, it's "Shift =" (or "Shift 0")

  • jackshand.design 3年, 1ヶ月 前  | 

    Thanks Robert had an amazing time getting through these tutorials!

    Just one question is it possible to control the animation of the bricks in Houdini digital assets in Unreal Engine 5?
    They appear static when you hit play in the interface

    cheers

  • dimitridev 3年, 1ヶ月 前  | 

    thank you, great tutorial!

  • eugenimation 3年 前  | 

    Hi! Is it possible to add some kind of "hollow" option to the asset? I mean can I get rid of inner points of the volume to leave just outer ones? In case I don't need to fill the whole volume with bricks. Hope it makes sense.

  • Noname932 3年 前  | 

    Thank you for the tutorial, I'm learning Houdini and there's a small problem that I spotted, it's something that frequently encountered while using Blender so I wanna leave a comment in case someone else get bothered by it.

    https://imgur.com/a/SDlg7ZO

    After creating the brick, and look at it from below I spotted a small artifact in "subdivision edge/curves" display mode (2nd pic)
    The problem is when you limit the edges in "group1", it also include the intersected edges (1st pic) and those edge will also be beveled, therefore it created some weird artifact after subdividing.

    So I fixed it by:
    - Creating another node with the same group name (group1 in this case) and put it above the Bevel node but below the original group node
    - Use initial Merge "Subtract from Existing"
    - Enable "Base Group" option
    - Select the Edges ---> Right Click --> Copy as String
    - Paste it in the Base group parameter field
    => Now the group selection will exclude those problematic edges
    Also, The "Group" parameter in PolyBevel should also be changed to "group1", in my case, it use the strings from original group node, when I add the new group node, it doesn't update.

    • Mike Vasiljevs 1年, 9ヶ月 前  | 

      Wow, such a cool observation!

      I could not find "Copy as String" in v19.5.

      But since these edges are created when extruding with distance (-)0.175, we can select edges to subtract based on that length, say by setting Min Edge Length to .174 and Max Edge Length to .176.

  • NicovBiljon 2年, 8ヶ月 前  | 

    Hi,
    I need some help. After creating the brick and change it to smooth shaded my circle isn't round. You can still see the corners of the circle. I am not sure how to fix it so that it is round. Thanks

    • nkrender 1年, 9ヶ月 前  | 

      I had this issue and resolved it. It was because when I pressed N it selected everything. It's very important that before you group everything and select just the edges. You can make sure of that on the top. Hope this helps

  • Mrmichaelt 2年, 6ヶ月 前  | 

    I love these tutorials; thank you for taking the time to put them together.

  • GiantSpaceTurtle 2年, 4ヶ月 前  | 

    Are there project files for this?

  • stereokroma 2年, 4ヶ月 前  | 

    Hello, I completed this tutorial & I have a brickify asset now I can use. However, the issue I'm having is applying to anything more complex than the rubbertoy. Maybe I'm too new to understand how to set up renders right (pls point me to the right lesson if that's the case). I wanted to render out a little clip just like with the soccerball & wineglass, however I keep getting crashing & render errors or the program hanging up even if it's not using more than 25% of PC resources. I think something might be setup wrong or I don't know how to use this asset that makes it possible to render.

    I'm really having an impossible time setting up lighting, for example, the whole program is freezing up. I tried making file caches and that didn't help.

    I tried making a new project too & applying the brickify to a new obj I imported, and it is similar where it seems to make the whole program freeze up while doing anything with it.

  • JBlakely28 2年, 3ヶ月 前  | 

    As a beginner going through these foundations tutorials... are we supposed to have memorized all the steps or will this start to just make sense with time... What is the recommended approach?

  • natrianvfx 2年, 2ヶ月 前  | 

    Amazing tutorial, thank you very much. It is really interesting to see the application of Houdini digital assets

  • t.olenka1995 1年, 11ヶ月 前  | 

    wanted to learn this for ages! thank you so much!

  • Artmendel 1年, 11ヶ月 前  | 

    After some issues and few crashes (on the freshly installed H20) I was able to finish it an to play with it to the end in Unreal.
    I will add some collisions on the Rubber toy version in my UE 5.3.2 and thank you for your nice effort to deliver us some fun learning moments !

  • AlvaroC 1年, 10ヶ月 前  | 

    I find those Tutorials really difficult to follow. He does a lot of stuff without sayin it loud and you cannot follow your screen because you have to watch the Tutorial screen.

    • Hakobus 1年, 10ヶ月 前  | 

      Same here. It's easier to follow along with the Foundations PDF than with the video tutorials. In the videos he keeps doing things before he says what he's doing, and he often doesn't say what hotkeys he's using or where in the UI you should be when doing something.

  • Th22X1 1年, 8ヶ月 前  | 

    The next problem is you cant replicate the exact workflow as mentioned, because we dont know which version is used. With Houdini 20, the grouping via the Group node is not working as showed, tried to replicate everything exactly leaves you with all faces selected. If you want to bevel and subdivide in the next step you have no round circle on the top. Just for the sake of the beginners sanity, do steps manualy. Select your edges to bevel. As a transitionist from regular 3d modeling this is just confusing.

  • Loha 1年, 3ヶ月 前  | 

    Thank you,Robert! I've learned a lot in your admirable lesson!!

  • rjorr04 1年, 2ヶ月 前  | 

    I was feeling pretty lousy about my learning progress till I came across this foundation series. I've now finished parts 2 and 3, and am excited to keep going. Thanks Robert for your guidance!

  • LouisTh 1年, 2ヶ月 前  | 

    Is this tutorial still up to date for Apprentice version 20.5?

    I followed everything, tried both the video tutorial and the PDF, but turning on "Pack and Instance" in the copy to points can't let me have the texture map option.

    If I solo the "texture_switch" node set to the "attribute transfer" node, I can clearly see that the points get the expected texture. But as soon as it get "packed and instance", no texture anymore.

  • Lycon 1年, 2ヶ月 前  | 

    I think that these tutorials are doing a poor job actually explaining why each action was taken, for example in this tutorial VOP network was not explained at all, the logic behind each action. This tutorial simply shows you what to do, and not why the action was taken

  • remyRm 8ヶ月, 1週間 前  | 

    Hi Robert,

    Thanks for the excellent tutorial, however I have one question about chapter 4 that had me stumped for a long while.
    Having followed all the steps and adding the switch and the material, my scene view would always render my rubber toy in the same red colour (which was non-additive with the material colour like in your scene, it would just use the matnet colour). Even after adding the attribute VOP, promote and transfer I would still just see the matnet colour in my scene view. However when I'd drag a render test window it would render the texture correctly.
    What option do I need to change to have my scene view display a preview of the texture, just like in your scene view?

    • rmagee 8ヶ月, 1週間 前  | 

      I am just about to post an updated version of this lesson designed for Karma - it uses Material X instead of VOPS. That is preferred with the new renderer.

  • janisfs 1ヶ月, 3週間 前  | 

    Thank you!!!

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