This is an updated version of our Beta. Experimenting with making the world look more digital. Parker has also done really great work with the end sequence with the building morphing into a triangular corridor using Houdini. Again a lot more work needed to push it further. Appreciate any feedback.…
this might be interesting : https://vimeo.com/261901539 For RT you just need to generate : - displacement / normal map in Houdini - foam map / emision map - i would create the particles in unreal directly, you have new tools to export houdini particles but i never try them ( gamedev tool / niagara exporter ) but if you…
another Houdini Sketch weekly challenge done, for this week my friend and i went with "Power line" theme had a go at some japanese powerline and try to get variations on each pole.i started with a simple curve spawning pole and got the cables connecting as shown in Houdini video above but decided to add a small narrow…
For static meshes, I leverage Nanite, and Houdini is invaluable for this purpose. Trees still have LODs and utilize the SpeedTree wind system. Additionally, I employ Octahedral Impostors when it comes to distant LODs.
I made a quick version of Klemen Lozar's Fake RBD Fracture shader. I used houdini to store pivot locations for each chunk in additional UV channels and then controlled the fracture in the shader, you'll find the setup below. Houdini Export Setup: Point Wrangle Code: Mesh Pre-Fracture: Shader in Unreal using Pivot Painter…
I've completely forgot about the challenge for about a month, so, let's just say it's still summer. :D I want to complete my enviro tho ! 1. Draft lighting in UE4. Maya + some out-of-houdini parts. 2,3. I've decided to create the building in houdini too, and my house generating graphs seem to do their job!
I don't have houdini but I am trying to edit those maps that were made in houdini, I use other softwares and I also have g projector from Nasa but does't features dual paraboloid seems, I am not expert with blender. In general this is not related to a model I only have the texture map and I wanted to make an alternative…
I have seen that a lot of people that create game assets inside Houdini when they reach the UV phase they simply connect an auto uv node that results in a distorted free uv map but with hundreds and hundreds of shells but they call it a day saying that it's all ok... For my workflow ( in Maya ) i usually unwrap manually or…