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Found 17 results

  1. With the recent 16.0.6 update, Houdini added games shelf tools. one of these tools is vertex animation. I've been trying to integrate my particle system into Unreal Engine 4 for the past 2 days. When I try to render the vertex animation subnetwork gives this error: Error Error rendering child: /out/vertex_animation_textures/mantra11 Diving into the subnetwork there's two nodes that give errors the first node gives this error: Error Zero resolution for camera '/out/vertex_animation_textures/sprite_obj/cam1' and the second node gives this error: Error Error rendering input: /out/vertex_animation_textures/mantra11 From what I've read from another odforce forum post the problem seems to be that the HDA for vertex animations textures need to be used correctly. Quote from Gramx's post: " Hi Luiz, I have been looking at the hip files and it seems that you have a newer version of the Vertex Animation Textures Asset. I get an error saying incomplete asset definition. Are you able to send over the latest asset or will it be available in the next Daily Houdini build. I am running 16.0.542 Thanks Graham " Gramx's post Shouldn't the tool just work on it's own? Or am I doing something wrong? Any help into the right direction would really be appreciated, maybe even an example of the particle working in Unreal. Cheers, Callan RubberParticles.hipnc
  2. Hey all, I am trying to import my OTL into UE4 using 15.5 (NC) using this tutorial here and when i get to the part where i bring the asset into the UE4 project all i get is the Houdini logo in the viewport. I can move the asset around but it never updates to what my asset is (a test building). Does anyone have an idea what could be causing this?
  3. Yesterday 80Lvl released a new post: https://80.lv/articles/procedural-technology-in-ghost-recon-wildlands/ It covers some of the design processes that were used and how Houdini assisted in them. The project itself has been a blast to work on! </plug> So I hope you like the article
  4. Pluralsight is proud to offer three new courses... one covering intermediate level ocean shot development, a second covering the development of visual effects for Unreal Engine, and another covering the fundamental math concepts that are pivotal to working within Houdini. Below is a bit about each course and a link where you can check out the course overviews. Houdini: Intermediate Ocean FX by Andreas Giesen Link: www.pluralsight.com/courses/houdini-intermediate-ocean-fx In this course, you'll learn how to setup a procedural ocean and do a flip fluid simulation for a traveling boat in choppy waters. First, you'll discover how to use the ocean spectrum to create an infinite ocean. Next, you'll add the boat, do a flip simulation for a specific area with high detail, and add whitewater and mist. Finally, you'll extend the simulated area and set-up the shaders to render all the layers. When you're finished with this Houdini 16 course, you'll not only have an ocean rendered with a high detail fluid simulation, but you'll also have a workflow on how to master your own ocean and fluid challenges in the future. (Software required: Houdini 16.) Houdini VFX for Games by Andreas Glad Link: www.pluralsight.com/courses/houdini-vfx-games Have you ever sat down in Unreal Engine to create an effect, and not had a clue where to start? In this course, you'll start from the very beginning by creating the textures for your sprites. Next, you'll create debris in a way that allows you to use it repeatedly and uniquely. Finally, you'll add all the extras to really sell the effect, like decals, camera shake, and a shockwave. When you are finished with this course, not only will you have gained a deeper understanding of timing and the importance of telling a story with the effect, but you'll have planted the seed for future endeavors into proceduralism. (Software required: Houdini 15 and up, Photoshop and Unreal Engine 4.) Practical Houdini Math Tips by Beau Garcia Link: www.pluralsight.com/courses/houdini-practical-math-tips In this course, you will learn the math that drives Houdini effects production. First, you'll learn about Sines and Cosines. Next, you will explore the concept of Vectors. Finally, you'll finish the course learning about Matrices, Quaternions, Dot Products, and Cross Products. When you're finished with this Houdini course, you'll have a solid foundation in the math skills needed to produce high end visual effects. (Software required: Houdini 15 and up.) Thanks, and as always, I'd love to hear your feedback on these courses so we can continue to improve! Learn more about SideFX and Pluralsight: www.pluralsight.com/sidefx
  5. Welcome to the odforce Games forum! Please post material related to game development using Houdini and Houdini Engine in here.
  6. Hi everyone, Just to inform you we are organizing a conference on procedural content generation for games, this is not all Houdini related but might be of interest to all. Location is Breda, the Netherlands, Europe. We have 6 speakers confirmed of which Andrew Lowell (Lost Boys School of Visual Effects), Twan de Graaf (Ubisoft) and Mark Spevick (Escape Studios). Andrew will also provide a Masterclass on Houdini Dynamics preceding the conference. The conference is free, please check website below. http://everythingprocedural.com/
  7. Hey there! I recently gave a talk to the Vancouver Houdini User Group about how Houdini can be used for making visual effects for games. It was a reasonably short lecture (~45 minutes) so I decided to record it afterward and comment the Houdini file a little so I could share it online. The lecture is targeted at film people who would like to transition into games but aren't sure how to get started. It's not a step-by-step on creating fluids or any nonsense like that, but rather a look at some of the ways you might optimize an effect for real time. If you're not familiar with who I am, I've written a little about how I got into games over on my blog: http://www.allegrodigital.com/?p=1991 Or you can go straight to the lecture which is free, and hosted on Udemy: https://www.udemy.com/game-effects-using-houdini-ue4 Hope it's of use to someone!
  8. Hello! I'd like to share with you an interview with two FX artists from Naughty Dog who worked on Uncharted 4: A Thief's End. In it, Neilan Naicker and Ray Popka talk about using Houdini for doing destruction, rigid body fracturing, ingame dynamic rivers/flowmap generation and spawning thousands of running chickens! See full interview here: http://www.sidefx.com/stories/fx-adventures-in-uncharted-4-a-thiefs-end/
  9. SideFX will have a booth at this year's IndieCade! We'll also be doing a talk on using Houdini for game development, and we'll have 2 playable indie games that were built with Houdini, Planet Alpha 31 and DragonMaze. Hope to see you there!
  10. ... Houdini usage for games creation in Europe? Couple years ago there was a post by GuerillaGames, than there is a ben who works in Ubi. I think I saw someone working for EA, but not in Europe. So, are there any other places on the old continent where it's used? How popular it's? Are there many more this kind of jobs than in 2008? Is there a life anymore in Europe or maybe everyone moved their ass to Canada? ------------------------------------------------------------------------------------------------------------------ Game companies in Europe that are using Houdini: (by type of work, company can be in more than one category) Procedural: Guerilla Games Electronic Arts Sumo Digital Ubisoft Microsoft Soho (I think) VFX: Guerilla Games RARE Criterion Remedy Houdini Engine: Guerilla Games Microsoft Soho (I think) ------------------------------------------------------------------------------------------------------------------ Game companies in US that are using Houdini: (by type of work, company can be in more than one category) Procedural: Certain Affinity------------------------------------------------------------------------------------------------------------------ VFX companies in Europe that are using Houdini with game engines: Axis Animation
  11. I thought this video by Seb Potter showing his procedural workflow for creating and populating low poly trees was pretty cool. https://youtu.be/006iPuxJyV0
  12. You might have already seen this when it was published back in January, but here's a Gamasutra article about procedural workflows for games written by Side Effects Software President and CEO Kim Davidson. http://www.gamasutra.com/view/news/233899/Sponsored_Go_Procedural__A_Better_Way_to_Make_Better_Games.php
  13. Learn more about Houdini is playing a growing role in game development in Quebec-based Frima Studio. Houdini for Games - Frima Studio
  14. Learn about how Guerrilla Games used Houdini to create effects for the PS4 launch title, Killzone: Shadow Fall, in this SideFX customer story. Killzone: Shadow Fall - Guerrilla Games
  15. Hi, my name is Ben and I am the Games Community Manager at Side Effects Software. If you are using Houdini to make game art, assets, animation, VR, etc. I'd like to talk to you! Don't hesitate to contact me via PM or email at ben@sidefx.com. Cheers
  16. In this polycount topic: http://www.polycount.com/forum/showthread.php?t=132334 there is one interesting line in main post Now the question is, does it mean that there will be Substance Designer support in Houdini or is it about already existing Unity support? Anyone heard something more?