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Showing content with the highest reputation since 02/01/2026 in Posts

  1. Here is an approach combining resample nodes with sweep, noise and polycut. The VEXpression offsets the noise for each line. morse.hip
    1 point
  2. You can also use the clip node (clip attribute). The attribute can be generated by some random function (combined sin, cos, ...). You can clip your curve into two complement sets. One of these parts can be resampled for the dots and the other for the lines (ribbons). Here is a file with some ideas. clip_carve_lines_dots.hipnc
    1 point
  3. Heya! We're Those Awesome Guys, a small indie gamedev team looking for someone to help us turn our concept art into a robust procedural Houdini city generator, hooked up to Unreal Engine. What you’ll be doing: Turning concept art into a cohesive, procedural CityGen HDA Building systems that play nicely with Unreal (splines, assets importing, the whole deal) Making tools that artists actually enjoy working with You should be comfy with: Designing and building procedural city systems in Houdini Creating and maintaining complex, well-structured HDAs Houdini ↔ Unreal integrations Geometry, attributes, and VEX (you know your way around them) Keeping networks and parameters clean, readable, and organized Bonus points if you like problem-solving, experimenting, and shipping cool stuff with a small team. Please send an email with your portfolio and any other relevant links or info to: welackahrdepartment@thoseawesomeguys.com (yes, it's a real email)
    1 point
  4. I'm pretty new with houdini, so I am sure there is a better way. randomselection.hiplc
    1 point
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