DBaciu Posted October 23, 2011 Share Posted October 23, 2011 Hello guys. I thought of showing you the roof generator that I'm working on. And, while I'm at it, to ask you some questions... First one: how one can approach the UV mapping of this thing? As you can see is far from ok. I tried a gazillion things but none of them seems to work ok so far. And the last question (see last image): Maybe I'm stupid, but why is the grid in the perspective view up in the air? It should be in the plane between the roof and the walls (where the roof starts)... 2 Quote Link to comment Share on other sites More sharing options...
DBaciu Posted October 23, 2011 Author Share Posted October 23, 2011 Some more images. 2 Quote Link to comment Share on other sites More sharing options...
Green-Man Posted October 24, 2011 Share Posted October 24, 2011 Nice roofs. So many variants. Very interesting. The problem on your last image seems to be with the Construction Plane. In the Viewport Options (the name of the current viewport at the top-right corner) select Set Construction Plane -> Revert To Defaults. I don't know why but sometimes it shifts or rotates. There is some notes in the help about Editing of the Construction Plane. Quote Link to comment Share on other sites More sharing options...
kgoossens Posted October 24, 2011 Share Posted October 24, 2011 Some more images. Nice straight skeleton implementation! Quote Link to comment Share on other sites More sharing options...
DBaciu Posted October 24, 2011 Author Share Posted October 24, 2011 Thank you! Quote Link to comment Share on other sites More sharing options...
freaq Posted October 30, 2011 Share Posted October 30, 2011 Thank you! looks great Quote Link to comment Share on other sites More sharing options...
DBaciu Posted October 4, 2012 Author Share Posted October 4, 2012 I have some updates on this thing since the last posts (which was kind of long time ago) Now it can generate roofs with arbitrary slope section (think Angkor Wat). The UV mapping is ok now either. Also I worked on some structure for the roof (rafters, ridges and such) but it still needs some work. Now I'm working on doing gable roofs, dormers etc... 1 Quote Link to comment Share on other sites More sharing options...
homeless3d Posted October 24, 2012 Share Posted October 24, 2012 I'm trying for about five months to build a straight skeleton setup in houdini without success! Can you give me a hint about your scene? I mean ... is a python sop? attributes and foreaches ...? vex? ... Thanks in advance. -P Quote Link to comment Share on other sites More sharing options...
DBaciu Posted October 26, 2012 Author Share Posted October 26, 2012 Well, it's just some foreach and other sop's, some expressions, plus allot of mind bending to get them to do what it needs to be done. To be honest this thing made me think "Hey, I'm struggling to do this here in Houdini, using some nodes that are not necessarily made for this (or are they?). I should learn a little programming (Python for example). By the way, this is a pretty good example showcasing the power of Houdini (in my humble opinion at least). Maybe I'll do a tutorial some day... Quote Link to comment Share on other sites More sharing options...
DBaciu Posted January 25, 2013 Author Share Posted January 25, 2013 Hello guys. This is a part of the workflow using the roof generator to build roofs. https://vimeo.com/58213385 Quote Link to comment Share on other sites More sharing options...
acey195 Posted January 27, 2013 Share Posted January 27, 2013 quite impressive , useful as well. I may also want to try building this some time... I am wondering, what does your tool do when you set the building curve (left input) to NURBS? or does it currently only work with polygonal curves? Quote Link to comment Share on other sites More sharing options...
pixate Posted January 28, 2013 Share Posted January 28, 2013 Please take this as constructive criticism, but the roof generator isn't realistic. It looks more "cartoony". That being said, this is better than I could do in Houdini. If you were going to real, I think this would need to be geometry based. Please don't take the attached as what I think is better, I am just trying to explain what I mean Roof.hipnc See the shakes (side of building) in this render? that was done in Modo the process took about 4 hours for the whole building, I am sure Houdini could do this much easier once the asset was created correctly. Same concept, but would give a more realistic look. I hope you don't mind the feedback. Quote Link to comment Share on other sites More sharing options...
DBaciu Posted January 28, 2013 Author Share Posted January 28, 2013 (edited) acey195, thank you very much for your appreciation. It's funny that I never (even as an experiment) tried to feed a nurbs curve as an input for the outline. I did that now, it doesn't work. But this is a simple matter of resampling and converting that nurbs into a polygonal curve. Edited January 28, 2013 by Bandaciu Quote Link to comment Share on other sites More sharing options...
DBaciu Posted January 28, 2013 Author Share Posted January 28, 2013 pixate, I don't mind the feedback, how and why would I? I thank you for it. But I really don't understand what you're saying... I don't understand what you mean by "geometry based". You mean the shingles? You sent me that file "Roof.hipnc" which contain some shingles. If this is what you're trying to say, yes, for now it might seem simplistic but its just the roof defining phase. The full asset will have a lot of option for geometry, shingles and what not... It's just not finish, not tested thoroughly. Actually the shingles are the easy one... See the following images. Quote Link to comment Share on other sites More sharing options...
pixate Posted January 29, 2013 Share Posted January 29, 2013 pixate, I don't mind the feedback, how and why would I? I thank you for it. I didn't want to insult your work, because it seems you have put a ton of work into this., Glad you don't mind. As for the Geometry based part, yeah I meant your example exactly. The easy one? I have a lot to learn if that is easy:) Great work. Are you planning on selling this when you are done, or sharing with the community? Thanks! -Jonn Quote Link to comment Share on other sites More sharing options...
freaq Posted February 11, 2013 Share Posted February 11, 2013 (edited) So is this tool available in any way? orbolt? or some other method? because I would love to try this out, and I imagine many others would love to do the same! @ below, yes master Edited February 12, 2013 by freaq Quote Link to comment Share on other sites More sharing options...
DBaciu Posted February 11, 2013 Author Share Posted February 11, 2013 Patience. 1 Quote Link to comment Share on other sites More sharing options...
DBaciu Posted March 10, 2013 Author Share Posted March 10, 2013 Some new images guys. Those edges (hips, valleys, ridges) were incredible hard to do (fast and without errors at least). 2 Quote Link to comment Share on other sites More sharing options...
acey195 Posted March 11, 2013 Share Posted March 11, 2013 this looks very cool , just wondering, are the normal maps and textures created in Houdini, or in an external program like photoshop? Extra kudos if it is the first Quote Link to comment Share on other sites More sharing options...
DBaciu Posted March 13, 2013 Author Share Posted March 13, 2013 The main background (green) surface texture is an external map. The bolts and the rest of the features are made in Houdini. Here some new tiles: 1 Quote Link to comment Share on other sites More sharing options...
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