Now that we have a digital asset that generates a bolt for us, let’s use it to place some bolts onto the posts of our wood wall. We will take a look at a procedural way to place the bolts so they can be updated quickly, if the project or art direction changes. By the end of this lecture we will have the final wood wall with vertex colors applied.

COMMENTS

  • miblux27 4 years, 8 months ago  | 

    Hi!
    I'm using Apprentice Non-Commercial license and I can't find the gamedev tools (occlusion).
    Are these tools available?

  • Fynatezu 4 years, 8 months ago  | 

    If you don't have the gamedev tools installed you can do so by going to your shelf (Create, Modify, Model, ..) and if it's not already there click the + icon, go to shelves and toggle Game Dev Toolset. Then when you go to the Game Dev Toolset tab there is a button to Update Toolset. When you restart Houdini the game dev nodes should be available.

  • brook0907 4 years ago  | 

    Hi Kenny. Thank you for these awesome videos!
    One quick question, which node is equivalent to "sop_calculate_occlusion"? I'm using Houdini 18.

    • JamesClement 2 years, 8 months ago  | 

      To answer these rather old questions for people like me currently following the tutorial with a newer version of Houdini, the sop_calculation_occlusion node is part of the gamedev tools shelf, and that tool is now called "SideFX Labs". So click the + icon in the shelf bar, go to the Shelves submenu, and check the SideFX Labs checkbox, then click the Update Toolset button and restart Houdini when done.
      sop_calculation_occlusion is now called Labs Calculate Occlusion and is configured a little differently, but has the same effect.

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