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Learn how to build an Ivy tool from scratch that uses an input shape to grow ivy. The tool will generate branches and then place leaves on these branches. The tool incorporates simulation to handle falling branches of ivy. Learn how to package up the tool as a digital asset in Houdini then use it in Unreal Engine using the artist-friendly interface.

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

  • kyanhudson 1 month, 2 weeks ago  | 

    Yes!!! Thank you!

  • idris173 2 weeks, 3 days ago  | 

    Hi simom, can you show me what geometry input to the stash node? Thank you very much.

    • clem.lysergy 4 days, 13 hours ago  | 

      This is what I did:
      - Find an ivy atlas on Megascans, ensure Opacity is included in Export Settings, Open MS Plugin in Houdini and click Use Atlas Splitter, import ivy from MS
      - Go into the created ivy subnetwork, and into Atlas_Splitter geo, select some leaves and merge them
      - Create a Stash node below the merge, click Stash Input
      - The Stash node can now be disconnected and copied into the Ivy Tool network

      Also need to create an opacity enabled material in UE using the textures and assign that to the leaves, as long as the UVs don't get overwritten anywhere it should match up nicely.

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