freaq Posted September 6, 2012 Share Posted September 6, 2012 (edited) The following talk was presented by me at Siggraph 2012 on behalf of SideFX software. The talk is about Procedural content generation for games, mainly focussed at controllable city generation. None of the content you see was sped up in any way, this tool is realtime and can be demonstrated live. the connection with Unity is done via custom ROP driver scripts and a custom instantiation script in unity. these were created by by supervisor John Courte. The system instantiates the meshes in engine greatly improving rendertimes over normal .obj exporting, and allowing artists to create content much faster then via traditional methods without compromising control. for a demo on procedural terrain generation in Houdini for the UDK see this video: if you have any questions or want to see more of my work visit my blog @ www.freekhoekstra.com Thanks for watching! Freek Hoekstra blog: www.freekhoekstra.com portfolio: www.Freek3D.com email: info@freek3D.com phone: 424 213 3048 Edited September 6, 2012 by freaq 3 Quote Link to comment Share on other sites More sharing options...
dynamoanders Posted September 6, 2012 Share Posted September 6, 2012 Nice! That was actually one of the reasons I wanted to go to Siggraph this year. Unfortunatly I had to work Quote Link to comment Share on other sites More sharing options...
twelveplusplus Posted September 9, 2012 Share Posted September 9, 2012 YEESSS!!! I first heard of houdini about a year ago, and I totally imagined doing exactly this with it! Awesome work! 12++ Quote Link to comment Share on other sites More sharing options...
Magnus Pettersson Posted September 25, 2012 Share Posted September 25, 2012 That was awesome! Bet the city tools took a while to do and design Quote Link to comment Share on other sites More sharing options...
freaq Posted October 7, 2012 Author Share Posted October 7, 2012 (edited) That was awesome! Bet the city tools took a while to do and design I just wanted to let everybody kow that the city tools were made in around 2,5-3 months time total development, that is including all the window shooter and window designer tools as well (as well as several other tools not shown today) and that the main citygeneration system was up and running in no more then 2 weeks, exporting instances into Unity within 3-4 weeks. the rest of the time was spent making it faster, more stable, better looking and making sure the system scaled well with bigger datasets. it was a exploratory process trying to get isntances out into the world efficiently and that was where most the time was spent. Best regards, Freek Hoektra Edited October 7, 2012 by freaq Quote Link to comment Share on other sites More sharing options...
almatea Posted October 22, 2012 Share Posted October 22, 2012 (edited) Thanks for video! For further it would be great to have feedback from unity or udk to houdini. And also more interactive mode than FBX via some custom plugin. For example my old video Edited October 22, 2012 by almatea 1 Quote Link to comment Share on other sites More sharing options...
freaq Posted December 7, 2012 Author Share Posted December 7, 2012 cool almatea I like your video! what we used was a custom python script that writes out a cloud of point instance data that gets visualized in the engine. so this way we circumvented FBX for a many steps as possible. thanks for the cool vid! Quote Link to comment Share on other sites More sharing options...
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