Peter Prickarz
uPeter_Prickarz
About Me
EXPERTISE
Gamedev
INDUSTRY
Gamedev
Connect
LOCATION
Brighton,
United Kingdom
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Houdini Engine for Godot Release June 13, 2025, 7:52 p.m.
Hey everyone,
wanted to share my implementation of Houdini Engine for Godot [github.com].
For a quick overview, check this video [youtu.be].
I took a bit of a different approach from official implementations. It's a C++ GDExtension for Godot, which exposes Houdini nodes as classes to GDScript. So you could theoretically write your own Godot tool scripts to start and stop sessions, create and connect nodes in Houdini, and retrieve geometry data. You can even configure which attributes to read and split by.
Recently I also introduced a default solution similar to the HoudiniAssetActor in Unreal. The HEGoNode3D works with a bottom panel, which generates UI for parameters and inputs, and supports spawning meshes, instancing existing ones via MultiMeshInstance3D nodes, and spawning registered classes, instantiating scenes, and setting custom properties on spawned objects.
Would appreciate any feedback. If you run into any issues, please don't hesitate to ask for help. It's heavy WIP and a bit of a learning project for me(started it to learn C++), so some issues are expected.
Currently it sadly does require a commercial Houdini license. If you're an indie user, I'm still interested in your input though, as I could imagine SideFx might eventually allow it to be used with Indie licenses.
Cheers
wanted to share my implementation of Houdini Engine for Godot [github.com].
For a quick overview, check this video [youtu.be].
I took a bit of a different approach from official implementations. It's a C++ GDExtension for Godot, which exposes Houdini nodes as classes to GDScript. So you could theoretically write your own Godot tool scripts to start and stop sessions, create and connect nodes in Houdini, and retrieve geometry data. You can even configure which attributes to read and split by.
Recently I also introduced a default solution similar to the HoudiniAssetActor in Unreal. The HEGoNode3D works with a bottom panel, which generates UI for parameters and inputs, and supports spawning meshes, instancing existing ones via MultiMeshInstance3D nodes, and spawning registered classes, instantiating scenes, and setting custom properties on spawned objects.
Would appreciate any feedback. If you run into any issues, please don't hesitate to ask for help. It's heavy WIP and a bit of a learning project for me(started it to learn C++), so some issues are expected.
Currently it sadly does require a commercial Houdini license. If you're an indie user, I'm still interested in your input though, as I could imagine SideFx might eventually allow it to be used with Indie licenses.
Cheers
Will there ever be Houdini Engine for Godot? Feb. 19, 2025, 8:31 p.m.
Heya everyone,
I just released a first version of a Houdini Engine integration in Godot a couple days ago. Thought I'd post in this thread since it's one of the first google results. You can find it on github [github.com] along with some documentation and an example Godot project
An overview/introduction video [youtu.be] also exists.
Feel free to message me with any questions, feedback or suggestions
I just released a first version of a Houdini Engine integration in Godot a couple days ago. Thought I'd post in this thread since it's one of the first google results. You can find it on github [github.com] along with some documentation and an example Godot project
An overview/introduction video [youtu.be] also exists.
Feel free to message me with any questions, feedback or suggestions
How does "unreal_foliage" Attribute work ? Feb. 9, 2023, 9:33 a.m.
By default, instances are just regular instanced static mesh components on an actor. With unreal_foliage = 1 they are added to the levels foliage system instead, which you can see when you go into the Foliage editor mode. If your unreal_instance attribute points to a Foliage Type object, it is treated as foliage automatically.