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.