Oculus Quest Development with Houdini Unity and USD

[vc_row type=”in_container” full_screen_row_position=”middle” column_margin=”default” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″ shape_divider_position=”bottom” bg_image_animation=”none”][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/1″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][image_with_animation image_url=”5687″ alignment=”center” animation=”Fade In” img_link_large=”yes” hover_animation=”none” border_radius=”none” box_shadow=”none” image_loading=”default” max_width=”100%” max_width_mobile=”default”][divider line_type=”No Line” custom_height=”10″][vc_column_text] Oculus Quest Development with Houdini, Unity and USD Part One This is the first in a …

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Houdini Height-Fields for Terrains

[vc_row type=”in_container” full_screen_row_position=”middle” column_margin=”default” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″ shape_divider_position=”bottom” bg_image_animation=”none”][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/1″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][image_with_animation image_url=”5492″ alignment=”center” animation=”Fade In” hover_animation=”none” border_radius=”none” box_shadow=”none” image_loading=”default” max_width=”100%” max_width_mobile=”default” img_link=”https://www.jordanhalsey.com/video/mp4/tutorials/houdini/jordan-halsey-houdini_rendering_001.mp4″][divider line_type=”No Line” custom_height=”10″][vc_column_text]

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[/vc_column_text][/vc_column][/vc_row][vc_row type=”in_container” full_screen_row_position=”middle” column_margin=”default” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″ shape_divider_position=”bottom” bg_image_animation=”none”][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/1″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][vc_column_text]

Other Houdini Tutorials:

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Intro to the Houdini Interface

[/vc_column_text][divider line_type=”No Line” custom_height=”10″][image_with_animation image_url=”5533″ alignment=”center” animation=”Fade In” hover_animation=”none” border_radius=”none” box_shadow=”none” image_loading=”default” max_width=”100%” max_width_mobile=”default” img_link=”https://jordanhalsey.com/into-to-houdini-interface”][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/3″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][vc_column_text]

Houdini Terrains

[/vc_column_text][divider line_type=”No Line” custom_height=”10″][image_with_animation image_url=”5532″ alignment=”center” animation=”Fade In” hover_animation=”none” border_radius=”none” box_shadow=”none” image_loading=”default” max_width=”100%” max_width_mobile=”default” img_link=”https://jordanhalsey.com/houdini-terrains-with-height-fields”][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/3″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][vc_column_text]

Simple Point Transformations

[/vc_column_text][divider line_type=”No Line” custom_height=”10″][image_with_animation image_url=”5530″ alignment=”center” animation=”Fade In” hover_animation=”none” border_radius=”none” box_shadow=”none” image_loading=”default” max_width=”100%” max_width_mobile=”default”][/vc_column][/vc_row][vc_row type=”in_container” full_screen_row_position=”middle” column_margin=”default” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″ shape_divider_position=”bottom” bg_image_animation=”none”][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/1″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][vc_column_text]

HoudiniTouchdesigner | Unity | Unreal 

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Tracking and Stabilizing in a Spherical World for Virtual Reality.

[vc_row type=”in_container” full_screen_row_position=”middle” column_margin=”default” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″ shape_divider_position=”bottom” bg_image_animation=”none”][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ column_link_target=”_self” column_shadow=”none” column_border_radius=”none” width=”1/1″ tablet_width_inherit=”default” tablet_text_alignment=”default” phone_text_alignment=”default” overlay_strength=”0.3″ column_border_width=”none” column_border_style=”solid” bg_image_animation=”none”][vc_column_text] Tracking and Stabilizing for Virtual Reality. Recently, I have the need for tracking and stabilizing footage in a spherical world for virtual reality. As a result, I started building some …

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Vertex Colors in Maya From a Houdini Alembic File

Vertex Colors in Maya From a Houdini Alembic File Since I have been using Redshift as my need speed, go to render engine when I just won’t have time for Mantra.  I have been beefing up my Houdini to Maya Alembic pipeline. While straightforward, there are a few caveats. In this particular case, I was …

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