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Showing results for tags 'procedurally'.
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Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters
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Hi, I'm a very new user to Houdini and sorry if this has been asked before, but I searched for everything that made sense to me and couldn't find a forum post. I may just not yet know the right Houdini vernacular to search for. What I want to do is to be able to leave a simulation running over night, where it would repeat the simulation using a set of different params (set by a global seed for example), and output the resulting geometry. For example, maybe I want to sim a rock fracture, and I want 100 different rock fractures. Could someone point me in the right direction for a tutorial, documentation, example file, other forum posts. Anything that could help me start. I would prefer not to have 100 copies of the sim next to one another and run them parallel because I like my computer as a not melted pool of metal. So I would like to serialize it if possible. Thanks in advance!
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