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Cables play a big part in the Project Titan environment. In this lesson, learn how to create a collection of cables of varying thickness, then run a simulation to drape them. This setup can be wrapped up into a Houdini Digital Asset and used in UE4 to set up cables in the editor. The result will be a cable tool that will quickly add detail to your environment which is optimized for gameplay.

Project Titan is an in-house tech demo designed to production test Houdini's procedural workflows while creating a 3D environment that leverages the latest technologies in Unreal. Click Here to learn more.

CREATED BY

SIMON VERSTRAETE

Simon is a tech Artist that loves building procedural tools and assets. By adding more and more procedural approaches to his workflow, he is able to build 3D models with speed and flexibility. During his studies at Digital Arts and Entertainment, he taught himself how to work with Houdini. After his studies, he started working on Ary and the Secret of Seasons at eXiin. Currently he is a Houdini freelancer and focuses on creating procedural content.

More from Simon Verstraete

COMMENTS

  • Jaxotron 2 years, 2 months ago  | 

    Would the first 4 steps of this process also work with Unity?

    • Simon_V 2 years, 2 months ago  | 

      Yes the tool should also work in Unity, just remember to input a curve for the tool.

  • ancientkult1337 2 years, 2 months ago  | 

    I'm extremely grateful for this tuts Simon. thanks a lot man!
    Will you make tuts for other stuff too? Loke the building.
    Nevertheless, love you mate!

    • Simon_V 2 years, 2 months ago  | 

      Thanks, yes more Tutorials will follow!

  • DL_Martin 2 years, 2 months ago  | 

    Are we getting overviews for each tool of this project? Buildings, character VATs and etc... I really enjoyed this!

    • Simon_V 2 years, 2 months ago  | 

      Thanks, yes more Tutorials will follow!

  • wang.ray02jp 2 years, 2 months ago  | 

    I got a problem when open the file in unreal engine.
    I can't see the Houdini Input. My unreal version 4.26
    Don't know how to solve the issue, it will be grateful if anyone can help me out.
    Thanks~

    • Simon_V 2 years, 2 months ago  | 

      Updating Houdini Engine could solve the issue.

      • wang.ray02jp 2 years, 2 months ago  | 

        It seems to be a license problem, but i'm not quite sure.
        I'm using apprentice license, "Houdini Engine for unreal" seem to need a COMMERCIAL license.
        Still, thanks for your reply, really appreciate it.

        By the way. This tutorial is very useful, and instructions are very understandable.
        Is a great start for beginner. Extremely grateful for making these awesome tutorial.
        Looking forward to learning more~

  • Zalakanear_1 2 years, 2 months ago  | 

    Wow this is awesome, is there will be tutorials about how all the tools in Project Titan was created ?

  • CaueRodrigues 2 years, 2 months ago  | 

    Amazing tutorial Simon!!

  • Trogleth 2 years, 2 months ago  | 

    You guys are heros! I love Houdini but as a complete noob I was having a lot of trouble!! Thank you so much for this!!!

  • DirtPizza 2 years, 2 months ago  | 

    For some reason I stop seeing my Spline control points after I open the Sessions Sync. Is there a way to get them back?

    • DirtPizza 2 years, 2 months ago  | 

      Oops, was in game view....

  • uyang4127 2 years, 2 months ago  | 

    niubi class

  • desolas 2 years, 2 months ago  | 

    Such a great course easy.

    One question though, do collisions work with UE4 landscape instead of the floor mesh?

    • desolas 2 years, 2 months ago  | 

      I wanted to add that it was easy to follow, but it seems like one of those things that are hard to master with all these different systems implemented.

  • GDonkey 2 years, 2 months ago  | 

    Thank you for the awesome tutorial!

    Everything with the cable creation and hda setup seemed to go correctly.
    But I am stuck, after bringing the asset into unreal 5.

    I cannot edit or see the curve points after selecting "curve input" and my geometry looks super simplified compared to the one in Houdini ( less cables, less twists, too fat ). But the main thing is that I just don't understand how to access the curve and then make the cable flow where I want it. I don't see any vertices or curves just the geo.

    Any help is much appreciated.

    • 2765987908 1 year, 7 months ago  | 

      Did you get the solution?I get into the same trouble.

  • GDonkey 2 years, 2 months ago  | 

    New day and now the curve is showing itself. Hahah. Never mind. Everything is working great thank you.

  • VladislavK 2 years, 2 months ago  | 

    Hi Simon, this is great! Thanks for sharing this tutorial! Just as a side note, you could also change the simulation type to Quasistatic and control the frame number from there. It would recook and update the vellum solver automatically on any input change without the need to Reset Simulation.

  • uncleda666 2 years, 1 month ago  | 

    I learned lesson 5. Why don't I respond to curve input? It's always Houdini's icon.

  • goodday2ran 2 years ago  | 

    Hi Simon! I follow the steps of lesson 5 but the cables don't collide. Do you possibly know what is going wrong here? BTW I'm using the project file.

  • Julinoleum 1 year, 11 months ago  | 

    Anybody else got a problem with the main cable scaling smaller during the simulation? It's like affecting the pscale but I've been rewatching the setup a good ammount of time.

    • VTWintegrations 8 months ago  | 

      Was a solution ever found to this? I have recently been having the same issue!

  • panxinyu1234 1 year, 8 months ago  | 

    Hello Simon, I can't find the tutorials and project examples about pipe tools in project Titan.

  • Myria 1 year, 7 months ago  | 

    Great tutorial, thanks!

    At 12:20, another solution, instead of going through an Attribute Transfer,
    Just change the Construction methode in the Sweep node to : "Cycle Through Cross Section Primitives per Curve.

  • DoctorClue1024 1 year, 4 months ago  | 

    Does anyone have solution to measure unity_instanced mesh's size in Houdini?
    I wand to import ununitize sized object, and rescale it to 1 meter. but match size or getboxsize node doesn't work on that.

  • LeoBounce 5 months, 3 weeks ago  | 

    Hi Simon and thank you for a great tutorial series!

    I want to ask about a second lesson (Main Cables). How does a pscale attribute that you promoted from a Min line length affect the radius of tubes in a Sweep node? Inside the node, I can see a constant Radius value of 0.5, but it does multiply the Radius of each tube like pscale*radius. In the documentation for this node, I found that it is related to the Transform Using Curve Point Attributes flag. Abstractly, I kind of understand the relation, but it would be great if you could describe this in more detail. This is something that can help me dig into Houdini's workflow faster. Or maybe there is some documentation on how to efficiently use pscale attributes and determine how to use them in other nodes like your example.

  • AleAB94 4 months ago  | 

    Collision Doesn't work in Unreal 5.3, any solution?

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