Erwin Heyms

Erwin Heyms

About Me

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My name is Erwin Heyms and I have been a professional Technical Artist in the video games industry since 2013. I have worked on various triple-A titles such as Ghost Recon Wildlands and Breakpoint and over the course of my career, I’ve developed a large range of Houdini related skills and insights ranging from procedural tool development for World Builders and Artists, how to make interactive and user-friendly tools, and how to design procedural pipelines for games. In 2017, I released my first Houdini Masterclass at Ubisoft. The 35-hour video course has since helped countless employees at the company pick up Houdini as one of their main tools of work. The joy of being able to teach my skillset to others has stuck with me ever since. While I created and held several smaller lectures at conferences, events and in private one-on-one sessions, in late 2019, I decided I wanted to try my hand again at creating a new Houdini Masterclass. I envisioned one bigger and more advanced than any of my lectures before, that I could also publicly release. Thanks to the support of my Patreon backers, I have been able to make this Masterclass into reality, and it has been quite a journey. The Masterclass is meant to bring together all my skills as a Technical Artist and Teacher into a comprehensive, multi-part course. My goal being to allow any Houdini user, at any skill level, to attain the same level of skills and insights that I have cultivated over the past decade.

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My Talks

obj-image Gamedev HIVE
User-Friendly Production Tools for Procedural Pipelines

My Tutorials

obj-image Beginner
Unreal Foundation | Module 101

Recent Forum Posts

WIP - Poly Slice [Houdini Utility] Feb. 11, 2022, 5:50 p.m.

Now releasing the V1.3 PolySlice

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See the attached file :

New Poly Split v1.3 features:

I noticed there was a big demand to cut complex cuts into larger and denser surfaces.
But the original PolySplit method was not always suitable for this due to its slower processing speed.
So I integrated a new cutting method using the Boolean Shatter,
So the tool now has two output methods for Surface to Surface Cutting, the PolySplit and the Boolean Shatter Cutting Methods.


- The PolySplit Method:

Is very versatile and can cut with polylines or surfaces.
It also supports snapping to make cutting surfaces easier with input curves that are provided procedurally to the Utility.
While it's slower, and not well suited to cut larger geometries, it excels at making very precise cuts for precision tasks.
And thanks to its polyline cutting feature, it can handle surface cuts that no other SOP in Houdini can handle.

- The Boolean Shatter Method:

This new method is much faster, very accurate and can cut shapes and edges into surfaces without touching the edge of the shape.
It automatically runs a cleaning pass on the boolean to ensure clean cuts, and supports the same features as the Polysplit method, like masked cutting.
While it, does not support snapping like the PolySplit method, it works great to cut large dense polygon meshes with surfaces.


- Auto Precision Limiter:

When dealing with very small or large geometry, some of Houdini's nodes become unstable.
The Auto Precision Limiter feature analyzes the input geometry provided to set some sensible limits on the tool.

Congratulations to the Winners! Nov. 2, 2021, 8:06 a.m.



Thank you for Third Place

I'm glad that the tool was recognized for its potential.
And I hope it, or a version of it, can find its way into the Labs Toolset or Houdini.

Under a different name perhaps alongside the H19 Polyslice that was just added .

I've got a few adjustments that I have to finish up for v1.3

And ofcourse, congratulations to the other winners

WIP - Poly Slice [Houdini Utility] Nov. 2, 2021, 7:32 a.m.

Thanks so much for 3rd Place



I'll try to finish up my adjustments on V1.3 this week and publish it here.