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In this lesson, you will learn how to create your own custom brickify tool using procedural nodes and networks to define its function and interface. A great way to understand Houdini’s node-based workflow is to explore it in the context of a project. It is important to start learning how to think and work procedurally.

The last part of this lesson talks about the Houdini Engine plug-ins. Go to the Houdini Engine Plug-in page to learn how to install the plug-ins for each host application.

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 5 ヶ月, 1 週間 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 ヶ月, 3 週間 前  | 

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

  • nayaleta 5 ヶ月 前  | 

    help, nothing happens when I clic shift +

    • Xeyem 4 ヶ月, 3 週間 前  | 

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

  • jackshand.design 4 ヶ月, 3 週間 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 4 ヶ月, 1 週間 前  | 

    thank you, great tutorial!

  • eugenimation 3 ヶ月, 4 週間 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 ヶ月, 2 週間 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.

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