Some rocks
12 Jul 2016Houdini Procedural rocks in engine test. High poly. to do/ideas:uv/texture support more artist control over the shape launching xNormal or other baker to automate the baking process?
Houdini Procedural rocks in engine test. High poly. to do/ideas:uv/texture support more artist control over the shape launching xNormal or other baker to automate the baking process?
Not sure if this already exists but I did a cool experiment with Houdini Engine to transfer data using a Python SOP.
Testing spline import from Maya/3Ds Max/Cinema to Unreal Engine 4.
The Houdini Digital Asset reads the spline/curve from the DCC app and converts it to a ‘copy paste’ value Unreal is able to read.Still some small bugs with rotationvalues. It was fun and I’ve learned a lot about Python.
It was a bit tricky to create this tool, I used diffnow to compare my output with the original pasted data from Unreal.
My first steps in #houdini. Super quick test with noise for displacement.#proceduralrocks could be useful for creating fast variations.
The main graph of the digital asset looks like this:
Box > subdivide > attribvop > transform
inside the attribvop:
After some small experiments I discovered that the following combination of noises works great for rockshapes: worleyNoise ( main shape ) + turboNoise + VeronoNoise.
Next steps will be to experiment with more options for the artist.
More updates for the upcoming Tycoon Update 1.2
#MeshBrush #Madebytycoon
Draw splines and deform custom meshes on splines.
Inspired by the Insert Mesh Brush from Zbrush.