jeudi 31 mai 2018

Path Creator hda

Working on a path creator that has the options to scale the geometry, resample by polygon edge, input custom curve and input custom geometry for the developers. This path allows the user to create a path that follows the arrow in front of it. Here is a post of the node network.

This network is using a for each loop instead of copy stamping to manipulate the geometry.

 

jeudi 24 mai 2018

Houdini Engine for Unity and assigning Attributes

Houdini Engine for Unity gives the option to setup your objects in Houdini with Unity attributes. One great feature we have been using is the Static Object attribute. This allows the user in Houdini to make an object static in Unity. Here is my screen shot of the attribute settings. Another feature is the ability to assign materials and use Unity Tags.

Link to Houdini Engine for Unity documenation: https://www.sidefx.com/docs/unity/_attributes.html 

This will make the Object in Unity Static. The name is unity_static and the Value is set at 1. When the value is set to 0, this will make the object Not Static.



The Attribute Create node in Houdini allows you to create several attributes with one node. You don't need a separate node for each attribute you want to create. The only exception is when you are assigning Groups. When the Groups are different, then you need separate Attribute Create nodes.

Here is a screen shot with my unity_static,unity_material attribute and a unity_tag created.  

lundi 7 mai 2018

Houdini Engine pipeline for Unity 3D

I just started working in a new studio as a Houdini Technical Artist. I was asked to help setup the art pipeline to Unity 3D with our developers. We decided to use SideFX Houdini as our main package with Houdini Engine directly into Unity 3D.

Both of the developers understood that Houdini was a program, neither of them understood what it could do for them. I decided to give them a crash course on how valuable Houdini Engine could be in our small studio.

One thing we decided on was a Version Control software that would best fit our needs. At the current moment we are using Unity Collaborate, which happens to be working very well. We have looked into Plastic SCM and are still deciding if that is something we would want to implement.

Now, back to the topic of this post.

A few notes about the setup. The artist machine is running Houdini FX and Houdini Engine. The developer machines are running Houdini Engine. All three computers are running Unity 3D. If you buy the Houdini FX commercial because your studio makes over $100k, then you must purchase Houdini FX commercial. That means you also have to purchase Houdini Engine for the artist machine. If you purchase Houdini Indie then you do not need to purchase Houdini Engine for the artist machine. Since it comes with the Houdini Indie version.

Once this was setup, we established a project with Unity Collaborate. This is important, since I would save my Houdini Digital Asset to the project directory. My folder structure was Assets->Art->hda. The hda was saved in the folder called hda and then uploaded via Collab. The developer was then able to pick up the hda and load into his scene using the Houdini Engine menu. Then the joy of using Houdini Engine begins.

Next Post is loading a Houdini Digital Asset and teaching the developers how to use the Houdini Curve Asset in Unity.





dimanche 4 mars 2018

Part 1 - Houdini Boot Modeling

Houdini Boot modeling using traditional and procedural tools in Houdini. I modeled the basic boot in Houdini using traditional techniques. I started out with a box and then moved various points around. The radial menu that was introduced in Houdini 16 is amazing. It really improves the modeling workflow.


Here is the simple network for the laces. I placed curve points only on the eyelets of the boot and various points wrapping around the top of the boot. Once I was happy with the placemement, I added more points to get the exact shape that was needed for the boot. The laces were tied with the same curve by hand. I could not find a procedrual way to tie a knot.



My next step is to bring it into ZBrush and add stitching detail and treads. I will then bring it back to Houdini, create a low poly using the Topobuihe Games Baker ROP is part of the Houdini Game Development Toolset that can be found on GitHub here: https://github.com/sideeffects/GameDevelopmentToolset 

Once I get a good normal map, material ID, curvature, ambient occlusion, and roughness map it will be exported to Substance Painter. 


lundi 29 janvier 2018

Houdini to Unity Digital Asset - Floor Creation

This is another Houdini Digital Asset I built for my developers and designers. The tool takes  a curve built in Unity and creates a floor or a ceiling. I started out creating a basic network within a Geo node.


The initial node network above in Houdini. Organization is key when working with Nodes. I have had assets that are just a complete mess, no guidance, no organization, no structure, extra nodes that are not connected to any other node.

Netboxes are a a good way of keeping your networks organized. It is also a great way of planning out how a node netowrk is structured. You can even add colors. Colors! Ok, I like adding colors.


This is what the asset looks like in Unity, once the asset has been built and imported into Unity. The same custom parameters I setup in Houdini are now showing in Unity.


This is what it looks like imported into Unity. 

I use the Houdini Digital Assets to quickly create a design of the floor that I will be creating in the future. This allows me to quickly make changes, assign materials and collision objects when needed.


jeudi 25 janvier 2018

Houdini to Unity Digital Asset - Column

This posting is for beginners learning Houdini. I figure I will try and post up as much Houdini Game Development for Unity as apossible.

 I needed to find a way to start procedurally building levels in Houdini and bringing them to Unity for my developers. Since I work in a really small studio I needed to give more control to my developers. This will give my developers control over the scaling, transforms, uv scale and with some assets they will have control over the procedural materials.

By no way this is the best way to do this, at least I don't think. I have not discovered a simple way yet, this is just me developing something to help my team in the time alloted.

This is developed using Houdini Engine for Unity. This asset is developed using Houdini 16.5.323 and Unity 2017.3. Don't forget to head over to Sidefx Github and download the Games toolset, it is needed for this HDA. I use the Game Dev Edge Group to Curve node early in the network.

Link: https://github.com/sideeffects/GameDevelopmentToolset

This is what it looks like Unity.



This is what it looks in Houdini. Breaking up the nodes into Network Boxes helps keep everything organized and informs the next user on what is happening in your network. It is not great to receive another HDA and it is really messy, with the user having no idea what is going on within the network!!!!!!!! Just needed to get that out there.




As you can see the Unity version looks cleaner than the Houdini version. Lets look at the first group of nodes. The unity version has eight (8) controls that control Scale, UV Scale, and bevel controls. Transformations are handled by Unity, no need to place an additional transform control unless we are creating cables. That will be a later posting.

vendredi 26 août 2016

Maintenance Platform Texture Update

Finally had a chance to texture this asset in Substance Painter. Great texture program, so much control over your textures.