Jump to content

Search the Community

Showing results for tags 'pcg'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 2 results

  1. Hello everyone! For the past 2 months I have been working on a procedural building generator as part of my studies at Breda University of Applied Sciences, that will be incorporated into an upcoming student project. We were tasked with finding a tech solution that fitted with our game, and I decided to try my hand at a polished building generator! For my second project I again opted to create a building generator. As opposed to last time, I worked with the labs building generator tool for the base of this system. The generator allows you to change the different parameters such as the location of stairs, the details on the windows and much more that will be showcased later. During my last project I often ran into the issue that I was using a bunch of MatchSize nodes, which forced me to work linearly when generating my building. this added a lot of time to the generation as every part of the building was recalculated after. To fix this issue, I exported the pointcloud of the building and used this to adjust my settings such as stair location, corner generation and roof generation. By utlizing points which are absolute instead of the local MatchSize nodes I was able to create a more robust building generator that also works quicker than my old project. Here is a video that showcases the Building generator in action. This time around I wanted it to be useable in Unreal Engine, as it would be used by my teams environment artists instead of me. This will hopefully be the last building generator I make at this study, I will be focusing on USD integration next! Thank you everyone for reading, if you have any questions please ask away!
  2. hi, i work on pyro collide with a moving object now,and i found some posts about the pyro collision on odforce,but no matter i use static object with PCG or collision volume with multigrid,pyro just like be "eated" by the moving object ,as a sink field.i try to increase the supstep but it doesnt have a right look . sorry for my bad engligh, here is a file what i want to say,anyone have some tips? pyro_collision.hip
×
×
  • Create New...