Procedural Fence Asset in Houdini

May 20, 2019

Houdini Procedural Fence Asset

Vimeo – Intro to Procedural Modeling in Houdini: Making a Fence Asset

By: trzanko

Notes: Projecting Curve down onto surface – make sure curve is entirely above surface first – done by transforming this up in y an amount equal to the bounding box of the terrain – can use Ray node – used wrangle – VEXpression to project curve onto terrain: vector rayd = {0, -100, 0}; vector hitP, hitUVW; int hitPrim = intersect(1, @P, rayd, hitP, hitUVW); @P = hitP; – this has every point fire a ray downward and determines where this ray intersects the terrain, and then sets that point’s position to the intersection point Create Orthos – used a Polyframe node – turned off the Normal Name and reassigned the Tangent Name to “N” – this made all the point normals basically follow allong the curve – use VEXpression to direct normal vectors – used wrangle: – VEXpression: vector up = {0, 1, 0}; v@side = normalize(cross(up, @N)); v@up = normalize(cross(@N, v@side)); – Seeing as this did two cross products in a row, I this sets v@side directly perpendicular to the curve (in plane) then v@up creates a vector perpendicular to all of this, including the plane (so this creates a vector that is up from the line) Created the Posts – simple boxes where we polyextruded the top with a bit of an inset Copy Posts to Terrain – Used simple copyToPoints with our post and points along the terrain – this placed their centers at the curve location however, so they were buried half way underground – to fix this, we added another attribute wrangle before the copyToPoints where we moved the points along their v@up vector a distance equal to half of an offsetDistance – the offsetDistance channel then referenced the box sizey so it was always half of the height of the box – this positioned the posts directly onto the surface Starting Fence Links Simple Spread – Made 3 new copies of our offsetDistance wrangle node – the general offset to center the posts went into the first copy – this copy offset was used for the link locations – this copy then went into both of the remaining offset copies – one of these final offset copies had an inverse relative reference to the other’s offset – these were merged – this merge with the combined offsets created a spread, where changing the offset of the one offset corresponded to a reverse offset of the other Creating Separate Staggered Lines – put all of the points of the link lines into a group called cut – used polycut node to turn all of these small line segments between the points into individual prims – used an attribute wrangle with modulus 2 function to basically remove every other primitive – we then used a copy of this setup but with the opposite modulus (when equal to 1 instead of 0) to delete the opposite segments – these were then combined with an offset to give an overall controllable pair of segment groups – this entire setup was then copied to create a second set of links all together Parameterization – Using the offset attribute wrangle we created in several different locations lets us control several dimensions of the fence links – overall distance of links from the ground – distance between the two sets of links – spread distance within a link set itself Creating Links – used a small grid as the base object – used Sweep node to place these all along the link points – used a Polyfill (the polycap they used must be deprecated) to fill in the ends of the links Extra Polish – to make the fence links feel less identical, they added a varied horizontal offset to them – this was done by using another copy of the offset wrangle created, but changing the v@up to v@side – they then added a dir (direction) vector, which used another mod 2 function, but fit the result between -1 and 1 – this was also applied to the offset, so the links would alternate offset directions with each link

More Houdini Tutorials – Procedural Assets and More Basics

May 18, 2019

Houdini Tutorials

Procedural Assets

Vimeo – Intro to Procedural Modeling in Houdini: Making a Fence Asset

By: trzanko

SideFX – Introduction to Procedural Modeling

By: SideFX – Game Tutor

Since my main issues for my procedural modeling project stem from not being familiar with procedural asset tools, I figured I should finally take that approach for my tutorial searches to help learn some new techniques. This led me to this great tutorial on creating a simple fence asset that I think will actually give me some pretty relateable tools when it comes to positioning parts for my frog generator. I am really hoping this helps me control the digits and toes of the frogs in a much nicer way.

The other link is actually a series of small tutorials. I wanted to grab these as well since they cover the basics again, which is something I can still use review on as often as possible, as well as leading into the creation of a procedural stair asset. This seems fairly simple, which is a nice way to start looking into how procedural assets are designed.

Houdini Basics Overview

May 15, 2019

More Houdini Basics

Add Node, Along with Basic SOPS and Loops

Youtube – Houdini add node tutorial (RUS)

By: Houdini Nodes


Houdini – Add geometry node

By: SideFX


Youtube – Houdini Training – Appendix 01 – basic SOPs overview

By: Gianvito Serra


Youtube – Houdini Tutorial – SOP loops

By: 3D Tutorials and News


My procedural modeling class recommended looking into the “Add” SOP to get some webbing for my frog feet generator, and searching for this also led me to some interesting basic overviews concerning SOPs in general in Houdini. Although I don’t speak Russian, the first quick video still makes sense with what is happening visually. The other videos are just really nice overviews for a lot of different SOP options available, which are going to be key for me to have a good understanding of for my frog generator.

Pixel Art Techniques and Common Mistakes

May 13, 2019

Pixel Art

Techniques

Youtube – 3 PixelArt Techniques/Common Mistakes (Doubles, Jaggies & Outline) (Tutorial for Beginners)

By: MortMort

Pixel art is one of my go-to’s when I want to do a bit of 2D art for game projects I’m working on, so this video I came across seemed helpful.

This tutorial outlines a few common mistakes people make when doing simple pixel art and how to touch them up to make them look a lot nicer. A lot of it is focused on issues when making curves that either lead to weird patterns or inconsistencies. The end goes over proper outlining for sprites and how to use your outlines to emphasize certain features, like points/sharp ends.

Starting with Unity Shader Graphs – Brackeys

May 12, 2019

Unity Shader Graphs

Basic Tutorials

Youtube – MY NEW FAVOURITE FEATURE! – Shader Graph Tutorial

By: Brackeys

Youtube – FORCE FIELD in Unity – SHADER GRAPH

By: Brackeys

These tutorials get into the basics of using the Shader Graph feature in Unity. This seems like a nice tool to have a basic understanding of to make some cool effects, so I want to check in on it at some point.

Getting Started with Frog Generator in Houdini

May 9, 2019

Frog Generator Houdini Project

Helpful Guides

Youtube – Piranhaconda – Houdini SOPs Muscle and Wrinkles Tutorial

By: AuthorityFX

Vimeo – Working with Noise

By: SideFX Houdini

Vimeo – Houdini 16 Masterclass | Custom Shading

By: SideFX Houdini

I am looking at creating a frog generating tool with Houdini as my final project for a procedural modeling class, so I just gathered a few tutorials that I thought might be helpful. The skin of the frogs is going to be a key feature that I don’t have much experience with, so I want to look into noise and shaders and how those go together to apply there.

The first video just seems like a generally helpful video for creatures, especially those without fur since the wrinkles should be much more noticeable. Frogs will also have some very visibly wrinkly locations dealing with their legs and face especially I think.

Learning Scriptable Objects in Unity

May 6, 2019

Scriptable Objects in Unity

Basic Tutorials

Youtube – Unity3D – Using ScriptableObject for Data architecture / sharing

By: Unity3d College

Youtube – Introduction to Scriptable Objects – Unity 2018 Tutorial

By: Chris’ Tutorials

Youtube – How To Improve Your Game With Scriptable Objects – Unity

By: Dapper Dino – Coding Tutorials

I’m just saving some decent looking tutorials from starting with scriptable objects in Unity. These are something I still haven’t really gotten to in Unity, and I especially want to get a handle on them since they are apparently a useful tool in passing information between scenes using the new scene management approaches in Unity.

More Houdini Modeling Practice Tutorials

May 5, 2019

Houdini Modeling Tutorials

Spider Webs and Sine/Cosine Fun

Youtube – Procedural Spider Web – Houdini Tutorial

By: FX HIVE EVOLUTION

Youtube – [Houdini Tutorial] 0031 Spider Web (Slow version)

By: Junichiro Horikawa

Side FX – FUN WITH VEX | SINE & COSINE

By: ILLUSIONISTICS

These are some more Houdini tutorials that are more focused on modeling. Again, this is just to help me get some ideas for my final Houdini procedural modeling project. These seemed fun and pretty simple so they’re nice examaples to just get a little more practice without setting up for a huge project.

Houdini Modeling Tutorials – Extra Practice

May 3, 2019

Houdini Modeling Tutorials

Basic Modeling for Practice

Youtube – Beginner Houdini Modeling Tutorial | Tire Model

By: CGI Nerd

Youtube – Low Poly Hard Surface Drone Character Houdini Modeling Tutorial

By: CGI Nerd

These two tutorials just cover the full process needed to make two separate models with some variability. These just look like good places to get some practice modeling in Houdini in general, exercising the basics like using a lot of nodes I already know in a new way while learning how to use a few new ones all together. I just want to get a look at a few more ways to approach overall models before deciding on a final project idea for my Houdini procedural modeling class.

Pokemon in Unity – Tutorials

April 28, 2019

Making Pokemon in Unity Tutorials

Youtube – Lets Make… Pokemon in Unity! – Episode 1 – Basic Setup World/Character

By: BrainStorm Games

Youtube – Unity Lets Clone a Game [ Pokemon ] – Part 1

By: JesseEtzler

Going off of my recent trend, I’ve just been looking to grab tutorials to make games I loved (or still love) playing as a way to learn more about coding different systems in Unity with C#. I believe the Pokemon games will help get me into some scripts that are very repeatable on a large scale (such as a script that creates a pokemon and its stats), which is something I haven’t gotten into a lot.

Being an RPG game with random encounters, it may also help me work in a system that very consistently moves between two major scene types with the overworld scenes and the battle scenes. These scenes will also give the player very significantly different actions while still carrying information between the two types of scenes.