HEngine is a head less Houdini. It can execute tools created in Houdini with interface, but you cannot create new ones with it. API is to allow you to merge HEngine with application of your choice that is not supported by SESI. Not everybody in company needs to know Houdini. Learning full application will take a lot more…
High Res(Zbrush) > Game Res(Houdini) The question that I cant help myself to ask is why dont you sell that glue code? :] That would be "shut up and take my money" thing. Even if that is not a "software" that runs out of the box. Also a big Thank You guys for this enlightning presentation and thread and motivating me to…
Correct, component modeling + houdini proceduralism (set up by our technical artists) is generally how we work, minus stuff like command line voxelization and reduction or snow guns, which are generally all technical with a user friendly GUI to control it. When I talk about the door creation and catwalk examples in the…
I remember we bound Houdini engine and Substance together in one tool via Maya glue code. It's quite a powerful combination. I Just wish the integration were tighter.
@mantragora Interesting... So your saying that preparing houdini prop(example: barrel, stairs, doorway) would take a week to someone experienced with it? Sounds crazy long, especially when Pavlovich states they have a button to do that :D
I just got myself a license for the Houdini Engine, it looks like it would suit a lot of my personal projects where I have already automated a lot of things with Designer and our batch tools. (no self promotion intended here)
Don't. Use Houdini Engine and the rest leave to me :) As I said in this => http://www.polycount.com/forum/showthread.php?t=149831 <= topic, give it a spin guys. If you want to see some tool, just say it. Preparing a tool like this (in the link), that will work with Unity/Maya and probably UE4 in April will take maybe 1-2…