Houdini制作旗子并导入UE5引擎Model a Flagpole in Houdini
Model a Flagpole in Houdini _ Beginner tutorial
PART 2: https://youtu.be/kxfTXA6sspg – Simulations
This video will show how to make a procedural flagpole in #houdini. In the first part we are focusing on creating the geometry, so we can later use that in a simulation.
Basic modelling features will here we introduced and used for making this.
It starts by a tube and adding more details on it. Like a cool bevel trick to bevel on ramp with adaptive topology. Then other models get added on top of this. There is a small system that stacks the models in top of each other so if any model changes in height the models adjust to that.
There is also base setup for the flag and easy to tweak, like if you need some thing large and smaller. You can quickly get to that node and play around with the values.
Wants to see more?
Watch the bridge: https://www.youtube.com/watch?v=hjYYh8cr3dg&t=1s&ab_channel=SimonHoudini
Time stamps
00:00 intro
00:09 Bottom piece
01:54 Wooden pole
04:08 Flag pole
13:02 Top piece
15:36 outro
谷歌翻译:
第 2 部分:https://youtu.be/kxfTXA6sspg – 模拟
该视频将展示如何在#houdini 中制作程序旗杆。在第一部分中,我们专注于创建几何体,因此我们可以稍后在模拟中使用它。
基本建模功能将在这里我们介绍并用于制作此功能。
它从一个管子开始,并在上面添加更多细节。就像一个很酷的斜角技巧,可以使用自适应拓扑在斜坡上进行斜角。然后在此基础上添加其他模型。有一个小系统将模型堆叠在彼此的顶部,因此如果模型的高度发生任何变化,模型就会进行调整。
旗帜也有基本设置,易于调整,比如如果你需要一些大大小小的东西。您可以快速到达该节点并处理这些值。
想看更多?
看桥:https://www.youtube.com/watch?vu003dhjYYh8cr3dg&tu003d1s&ab_channelu003dSimonHoudini
时间戳
00:00 介绍
00:09 底片
01:54 木杆
04:08 旗杆
13:02 顶片
15:36 尾声
Flagpole in Houdini Part 2 _ Beginner tutorial
This video is the next part in making a procedural flagpole. Here we will build a simulation for the flag.
A base simulation with vellum will be shown. Vellum in Houdini is used for simulation cloth or rope or things like that.
With a few node we can make this simulation and further will be tweaking to find results you like.
Haven’t seen part 1?
Part 1: https://youtu.be/iLHz8biLZIg
Wants to see more?
Watch the bridge: https://youtu.be/hjYYh8cr3dg
Time stamps
00:00 intro
00:06 Prepare Geometry
02:27 Configure Cloth
03:10 Vellum solver
06:14 Finishing up
谷歌翻译:
该视频是制作程序旗杆的下一部分。在这里,我们将为标志建立一个模拟。
将显示带有牛皮纸的基础模拟。 Houdini 中的 Vellum 用于制作仿真布或绳索之类的东西。
通过几个节点,我们可以进行此模拟,并进一步调整以找到您喜欢的结果。
没看过第一部?
第 1 部分:https://youtu.be/iLHz8biLZIg
想看更多?
看桥:https://youtu.be/hjYYh8cr3dg
时间戳
00:00 介绍
00:06 准备几何
02:27 配置布料
03:10 牛皮纸解算器
06:14 结束
Cloth Simulation to UE5 _ Houdini tutorial
This is the last part of the Flagpole videos with exporting the simulation into Unreal Engine 5.
The video will cover 3 ways of doing this. Bringing simulation in the game engines can be tricky and has many approaches. That is way I want to focus on 3 different ways of doing this.
Method 1
Vertex animations Texture. This way we export a model and textures. The idea here is that the textures hold data to animate the models or rather the vertex/points of the model. In Unreal Engine we also need a special shader that knows how to use the textures to move the vertex.
Method 2
DemBones. This is one node to export a fbx. The result is an skinned mesh controlled by bones. You have the control over how many bones there are so be careful not going crazy high with this.
Method 3
Alembic. This is also just adding a node and click export. Alembic file are a collection or flipbook of a model for each frame of the simulation.
Timestamps
00:00 Intro
00:23 Wind + Loop sim
05:04 3 Ways
05:20 Vertex anim tex
17:20 BemBones
21:20 Alembic
25:22 Outro
谷歌翻译:
这是 Flagpole 视频的最后一部分,将模拟导出到 Unreal Engine 5。
该视频将介绍执行此操作的 3 种方法。在游戏引擎中引入模拟可能很棘手,并且有很多方法。这就是我想专注于执行此操作的 3 种不同方式的方式。
方法一
顶点动画纹理。这样我们导出模型和纹理。这里的想法是纹理保存数据来为模型或模型的顶点/点设置动画。在虚幻引擎中,我们还需要一个特殊的着色器,它知道如何使用纹理来移动顶点。
方法二
骨头。这是一个导出 fbx 的节点。结果是由骨骼控制的蒙皮网格。你可以控制有多少骨头,所以要小心不要因为这个而发疯。
方法三
蒸馏器。这也只是添加一个节点并单击导出。 Alembic 文件是每个模拟帧的模型集合或动画书。
时间戳
00:00 介绍
00:23 Wind + Loop sim
05:04 3 种方式
05:20 顶点动画 tex
17:20 贝姆伯恩斯
21:20 蒸馏酒
25:22 尾声