Houdini入门技巧第2部分Getting Started with Houdini part2
Generating Geometry with Conversions, Shortest Path, Resample – Getting Started with Houdini ep. 6
This one will be a bit more abstract, yet still very useful – procedural generations of new geometry, based on other geometry.
The free Mantra rendering workshop I mentioned: https://www.youtube.com/playlist?list=PLFkMNnEYa3APIjPiwdEFL6BOJWLLqk7_S
Our twitter: https://twitter.com/AriseWorks / / Our IG: https://www.instagram.com/arise.works/
Optional assets, scenes, and project files: https://gumroad.com/l/SynrS
This time around we will not spend a whole lot of time creating geometry by hand, but actually letting Houdini doing the heavy lifting. We will create a setup that can grow geometry that will resemble something between cable network and alien veins. And since the setup will be mostly procedural, we will use it on two different inputs. And if you animate a couple of sliders, it can be a simple but great looking motion-graphics setups as well!
Don’t forget to leave a comment if you have ideas or questions, and hit Subscribe to not miss other videos in the series. And have a nice day!
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Music
glitchi – Eonje (Spotify link: https://open.spotify.com/track/522OZnZLF1UR6ft6CohOpK?si=qXQOk1LARiSRbRT281UM8w)
谷歌翻译:
这将更加抽象,但仍然非常有用-基于其他几何的新几何的程序生成。
The free Mantra rendering workshop I mentioned: https://www.youtube.com/playlist?list=PLFkMNnEYa3APIjPiwdEFL6BOJWLLqk7_S
Our twitter: https://twitter.com/AriseWorks / / Our IG: https://www.instagram.com/arise.works/
Optional assets, scenes, and project files: https://gumroad.com/l/SynrS
这次,我们将不会花费大量时间来手工创建几何图形,而是实际上让Houdini完成繁重的工作。我们将创建一个设置,该设置可以增长类似于电缆网络和外来静脉之间的几何形状。由于设置主要是程序性的,因此我们将在两个不同的输入上使用它。而且,如果为两个滑块设置动画,它也可以是简单但美观的运动图形设置!
如果您有任何想法或问题,请不要忘了发表评论,并点击“订阅”,以免错过本系列的其他视频。祝你有愉快的一天!
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音乐
glitchi – Eonje (Spotify link: https://open.spotify.com/track/522OZnZLF1UR6ft6CohOpK?si=qXQOk1LARiSRbRT281UM8w)
Procedural Stair Digital Asset, HDAs in UE4 – Getting Started with Houdini ep. 7
One of the more interesting abilities that Houdini provides for a content creator is to manipulate and generate geometry and other data inside other applications.
Optional assets, scenes, and project files: https://gumroad.com/l/SynrS
This video will be about creating a procedural stair generator HDA, then importing it into UE4, and a basic setup of blending materials via vertex colors, that we will compute inside Houdini. Everything going to work inside the UE4 editor.
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Music
glitchi – Eonje (Spotify link: https://open.spotify.com/track/522OZnZLF1UR6ft6CohOpK?si=qXQOk1LARiSRbRT281UM8w)
谷歌翻译:
Houdini为内容创建者提供的更有趣的功能之一是在其他应用程序内部操纵和生成几何图形和其他数据。
Optional assets, scenes, and project files: https://gumroad.com/l/SynrS
该视频将介绍如何创建程序楼梯生成器HDA,然后将其导入UE4,以及通过顶点颜色进行混合材质的基本设置,我们将在Houdini中进行计算。一切将在UE4编辑器中运行。
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音乐
glitchi – Eonje (Spotify link: https://open.spotify.com/track/522OZnZLF1UR6ft6CohOpK?si=qXQOk1LARiSRbRT281UM8w)
What’s Next – Getting Started with Houdini ep. 8
Now that we know how to navigate comfortably in Houdini, as well as create geometry, connecting different nodes, where do we go next?
Spoiler alert: Attributes.
Our next workshop is going to be dedicated to understanding what attributes are, what they do, and how can they help us in creating whatever it is that we want in Houdini.
Don’t forget to leave a comment if you have ideas or questions, and hit Subscribe to not miss other videos in the series. And have a nice day!
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Music
glitchi – Cities Two (Spotify link: https://open.spotify.com/track/0NA593FVlJmpCDD6WJAExe?si=0vwQ7PhpQMScK9nJNEv0RA)
谷歌翻译:
现在,我们知道了如何在Houdini中舒适地导航以及如何创建几何体,连接不同的节点,下一步该怎么做?
剧透警报:属性。
我们的下一个研讨会将致力于理解什么属性,它们做什么以及它们如何帮助我们在Houdini中创建我们想要的东西。
如果您有任何想法或问题,请不要忘了发表评论,并点击“订阅”,以免错过本系列的其他视频。祝你有愉快的一天!
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音乐
glitchi – Cities Two (Spotify link: https://open.spotify.com/track/0NA593FVlJmpCDD6WJAExe?si=0vwQ7PhpQMScK9nJNEv0RA)