GETTING STARTED WITH HOUDINI WORKSHOP PART 2



Go to Part 1

Part 2 of the workshop.

We will learn more techniques of procedural modeling operations, and creating HDAs to run inside UE4.

Generating Geometry with Conversions, Shortest Path, Resample

This one will be a bit more abstract, yet still very useful – procedural generations of new geometry, based on other geometry.

This time around we will not spend a whole lot of time creating geometry by hand, but actually letting Houdini doing the heavy lifting. We will create a setup that can grow geometry that will resemble something between cable network and alien veins. And since the setup will be mostly procedural, we will use it on two different inputs. And if you animate a couple of sliders, it can be a simple but great looking motion-graphics setups as well!

Procedural Stair Digital Asset, HDAs in UE4

One of the more interesting abilities that Houdini provides for a content creator is to manipulate and generate geometry and other data inside other applications.

This video will be about creating a procedural stair generator HDA, then importing it into UE4, and a basic setup of blending materials via vertex colors, that we will compute inside Houdini. Everything going to work inside the UE4 editor.


What's Next?

Now that we know how to navigate comfortably in Houdini, as well as create geometry, connecting different nodes, where do we go next? 

Spoiler alert: Attributes. 

Our next workshop is going to be dedicated to understanding what attributes are, what they do, and how can they help us in creating whatever it is that we want in Houdini.




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