You are thinking too big to fast. Start from automating small things and then build on this. I know that Ubisoft, when they started using Houdini, they started from simple stuff, like for example tool for placing street lights with cables, just to make life easier in everyday tasks. Their game is very simple. I don't think…
Thanks Aabel. I was in search of something like that As of Blender, of course it's even not close. Still with its live array modifier and curve nodes linking you can make pretty complicated construction binded to ground surface and still having base "prefab" elements/modules/instances editable and easily replaceable. It's…
Thanks again for interesting links. That last video is one that made me focused on Houdini for some time again last year. Problem is that most of those example show things that is basically easier to do elsewhere. For example I use Terragen. It's also node based but still have a bunch of quick tools, that can do all the…
First talks about making effects using Houdini (on example of UE4): [vv]122681598[/vv] Second shows procedural level generation in Unity: [vv]123024735[/vv]
I tried randomly during few years to do something like that procedural track creation example in Houdini. Then just gave up. I mean not that posts and tire stacks placement alone a curve or tree placement that is possible easily even in Blender. But rather getting a proper texture unwrap on procedural geometry, mixing…
Great examples of what's possible. I just wish they had training materials that would take you through the process of building up assets like that from scratch.