Hi, everyone! Exciting times and a big update: the tutorials are now released through Gumroad (if you already made a direct purchase through cmivfx, check out the Gumroad page, link below, for more information).

Thanks to you, guys, this is a great journey that pushes me to explore new things. Without your support, it wouldn't be possible. Wholeheartedly thank you, Anastasia

 

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About the course

In these tutorial series, we will be creating procedural lake houses in Houdini all the way from generating the main silhouette to creating the final shaders and placing setdressing. We will implement a set of rules that is flexible enough to support complex silhouettes and relations as well as we will cover the usage of both pre-made modules and procedurally generated content. By the end of the series, you will be able to create the base silhouette, define relationships between various elements, procedurally place modules, generate additional geometry to give the building a finished look and create all the needed shaders that will be driven by the system. I will walk you through all the core concepts that are used to make this possible, which will give you a good foundation that you can apply in any other project. All the assets and files you will need for this tutorial will be included together with the course material. I will expect of you to have a good knowledge of Houdini user interface as well as some basic knowledge of VEX. If you never used VEX before, make sure to check the official documentation on VEX before starting.

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Volume 3 - Chapter 2B ( 3h 31m)

In the Volume 3, we will finish procedural placement of our modules, which includes roof set dressing, door/window placement as well as the tower set. We will solve new challenges of making the scale of our modules procedural to ensure it can fit perfectly onto the dimensions of our base and we will look at more complex sets of modules, when dealing with roofs.

 
Part 1 – Roof Extensions

In Part 1, we will come back to our roof base and make sure that it doesn’t end abruptly when meeting the body. We will extend its area by taking into account the roof’s surroundings.

Part 2 A&B – Roof Rims Set

In Part 2, we will be dealing with the Roof Rims Set, which features more complex assembly logic. We will take into account special cases as well as take care of the procedural scaling to ensure that our modules fit perfectly onto the desired area.

Part 3 – Roof Set Dressing

In Part 2, we will move on to the roof set dressing, which includes roof windows and chimneys. We will define the constraints those elements have and incorporate them into our system.

Part 4 – Clean Up

In Part 4, we will perform a quick clean-up of our system and make sure everything works the way we intend.

Part 5 – Tower Set

In Part 5, we will place tower modules and take into account new constraints it will introduce for our building elements.

Part 6 A&B – Doors and Windows Placement

In Part 6, we will write the rules for placing doors and windows and teach our system to automatically “cut” the geometry to fit our doors and windows frames perfectly. 

 

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About me

Hello! My name is Anastasia Opara. Growing up in artists’ family, I naturally developed a very strong interest in contemporary arts. By the age of 16, I have taken part in exhibitions (digital photography, drawings, short movies, poetry) in Russia, Germany, Czech Republic, Poland, Belgium, and Hungary; I was a participant of the annual international exhibition of contemporary art "OSRTALE’10" in Dresden, the I Moscow International Biennale of Young Art, and had my personal exhibition in the A3 Gallery in the center of Moscow. My unquenchable passion for arts led me to explore the field of 3D computer graphics, and in 2013 I joined NHTV International Game Architecture and Design in Netherlands with a speciality of 3D Visual Arts. During my education, the biggest revelation was the Introduction to Procedural Modelling course by Kim Goossens. The procedural approach completely blew me away. It seemed like mesmerising magic of art and programming, and my immediate reaction was “I want to be a wizard too!” Proceduralism became my absolute passion. Seeing things as a set of rules and patterns fascinates me, and every task becomes an absorbing puzzle when rendered through such a workflow. Currently, I’m a Technical Artist Intern at EA Ghost Games.

 

You can always contact me through my website: www.anastasiaopara.com


 

 

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