Category

Unreal

Introduction to Houdini Digital Assets

Introduction to  Houdini Digital Assets. In this tutorial, we will examine the fundamentals of creating a simple H.D.A. As an example, we will create a tool that will make procedural I-beams of any size. In addition to being able to adjust the shape and size of the i-beam, the tool will automatically UV our object. Lastly, once the tool is finished it can be imported into Unity or Unreal Engine. Therefore we can use our tool in any application that takes an H.D.A. As a result, we will be able to create any i-beam of any size and use them however we want. In conclusion, Houdini Digital Assets are a great way to create tools for use in other applications. This lets us build modular reusable assets. This is a very quick introduction to show how easy it is to make a useful asset in Houdini. This will show you the basics of:

  • Linking parameters
  • Auto UV Maps
  • How to Build a simple interface in Houdini
  • How to correctly name and save H.D.A’s

Once you have done this tutorial one should have a solid basic understanding of Houdini Digital Assets and can explore further tutorials to increase your skills.
This is as a follow up to a lecture for a class I teach in Houdini. This is so the students can re-cap the in-class lecture. I apologize for any lack of polish. Hopefully, there will be some good information there.

You can download a free version of Houdini here.

Other Houdini Tutorials:

Houdini Height-Fields for Terrains

Houdini Height-Fields for Terrains

With Houdini height-fields for terrains, we cover the basics of creating terrains in Houdini. Houdini height-fields are 2-dimensional volumes. In addition, they are also native in Unity and Unreal Engine as terrain objects. Above all, creating terrains in Houdini artist-friendly. Moreover, we can create complex and realistic terrains.  Most importantly though Houdini allows us to use this work in other applications. Secondly, as a Houdini Digital Asset, we can use it within Unity, Unreal, Maya, and 3DS Max. Most Importantly, we will learn how to manipulate Houdin terrains in an art directable way. We will look at ways of masking, applying erosion, and adding in variation.  These masks can be used to drive foliage and textures. In conclusion, this makes creating terrains for use in real-time applications a very powerful feature. In further lessons, we will examine how we can use the Terrain Scatter tools

At the conclusion of Houdini height-fields for terrains one should have:

  • A solid understanding of heightfield workflows
  • How to create complex masks 
  • What is the Erode tool and how to use it.
  • How to interact with geometry

This is as a follow up to a lecture for a class I teach in Houdini so the students can re-cap the in-class lecture. I apologize for any lack of polish. Hopefully there will be some good information there.

You can download a free version of Houdin here

Other Houdini Tutorials:

Houdini Terrains In Unreal Engine

Terrain Generation with Houdini Heightfields

Houdini Terrains in Unreal Engine. Since Houdini 16 we can do our Unreal terrain generation with Houdini Heightfields. Heightfields are 2D volumes that are commonly used in modern game engines like Unreal Engine or Unity for terrain creation.  I use the terrain tools in Houdini to both create a realistic terrain, but also for the ability to embed splat masks. As an example, I can use the curvature of the surface as in the image above. There are multiple ways of masking heightfields in Houdini. Even more so, I can use geometry to drive shapes in the terrain.

Watch a tutorial on terrain generation in Houdini here

Anyone can download a free learning edition of Houdini on the Sidefx Website

Houdini Terrains in Unreal Engine
Houdini Terrains in Unreal Engine

Terrain Shader

Using Houdini terrains in Unreal Engine I can embed masks that I can access in a material. We can use the landscape blend node for this. Moreover, we can use any mask created with the erode node or with the mask by feature. The masks will come into Unreal with the correct naming. As an example, the erode node will give us debris, water, bedrock, etc.

Houdini Terrains in Unreal Engine

Adapative Tesselation

For the shader, I created an adaptive tessellation shader. As a result, the model will increase in resolution the closer that the viewing camera gets to the surface.

Houdini Terrains in Unreal Engine
Houdini Terrains in Unreal Engine

Procedural Foliage Spawner

Any mask that I create using Houdini terrains in Unreal Engine will be automatically available. Therefore, I can quickly create and prototype. As an example, I am using masks to drive the procedural foliage.  Moreover, All of the terrain and foliage generation is handled procedurally through Houdini’s heightfields.

Other Houdini Tutorials: