游戏开发:技术研发GAMES WORKSHOP: TECH TRACK

游戏开发:技术研发GAMES WORKSHOP: TECH TRACK

PDG _ Automation _ Mai Ao _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-tech-track/
Learn how to use PDG to set up automated pipelines to batch process heavy assets while trying to maintain good performance.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-tech-track/
了解如何使用 PDG 设置自动化管道来批量处理大量资产,同时尝试保持良好的性能。

 
 
 

Advanced FX with Conditional Vertex Animation Textures _ Ben Christensen _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-tech-track/
Ben shows how to use Houdini’s Conditional Vertex Animation Textures technique to blend baked destruction simulation with dynamic gameplay inputs.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-tech-track/
Ben 展示了如何使用 Houdini 的条件顶点动画纹理技术将烘焙破坏模拟与动态游戏输入相结合。

 
 
 

Grooming for Games Characters _ Morgan Moore _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-tech-track/
Learn the key steps in bringing a groom from Houdini into Unreal Engine.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-tech-track/
了解将新郎从 Houdini 引入虚幻引擎的关键步骤。

 
 
 

Be More Moog – Tool Design That Empowers Users _ Richard C Thomas _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-tech-track/
In this practical demonstration, we’ll be discussing how to make tools that are intuitive, predictable, modular, flexible and build insight through the use.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-tech-track/
在这个实际演示中,我们将讨论如何制作直观、可预测、模块化、灵活并通过使用建立洞察力的工具。

 
 
 

Python States _ Paul Ambrosiussen _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-tech-track/
In this session Paul will be teaching you the basics on how to get started with Python States to control interaction in the viewport. These states let you write custom behaviour based on input from mouse, pen, keyboard or any other input device. Using these essential skills you can let tools behave exactly the way you want them to. The learning outcomes of this session are a great primer to explore deeper into writing custom python code in Houdini specifically for Tool Development.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-tech-track/
在本次会议中,Paul 将教您如何开始使用 Python 状态来控制视口中的交互的基础知识。这些状态允许您根据来自鼠标、笔、键盘或任何其他输入设备的输入编写自定义行为。使用这些基本技能,您可以让工具完全按照您希望的方式运行。本次会议的学习成果是深入探索在 Houdini 中专门为工具开发编写自定义 python 代码的一个很好的入门。

 
 
 

Build Blockouts – FAST _ Thomas Tobin _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-tech-track/
Let’s take a look at shape generation in Houdini and how it can help us create robots/spaceships/blockouts quickly in an iterative fashion. By the end of the session, we will have a block out generator to quickly test new forms in Unity.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-tech-track/
让我们看看 Houdini 中的形状生成,以及它如何帮助我们以迭代的方式快速创建机器人/宇宙飞船/封锁。在会议结束时,我们将有一个块生成器来快速测试 Unity 中的新表单。

 
 
 

Advanced Road Generation _ Erwin Heyms _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-tech-track/
In this workshop Erwin will explain how to use his road network tools, recently added to the Sidefx LABS toolkit, to easily edit and manage complex road networks. Maintaining clean road networks is vital for expansive environments, be it for open worlds in video games, or procedural city generation. However, cutting and merging curves can quickly destroy the attributes that carry useful information, like the road width & road type. The new LABS “Merge Splines” & “Poly Scalpel” SOP nodes can be used to create and edit these complex networks or roads splines, while managing attributes, groups and curve direction. Combined with a few tricks of the trade, Erwin will demonstrate how managing and merging road splines and surfaces has never been easier.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-tech-track/
在本次研讨会中,Erwin 将解释如何使用他最近添加到 Sidefx LABS 工具包中的道路网络工具来轻松编辑和管理复杂的道路网络。保持清洁的道路网络对于广阔的环境至关重要,无论是视频游戏中的开放世界,还是程序性城市生成。然而,切割和合并曲线会很快破坏携带有用信息的属性,如道路宽度和道路类型。新的 LABS“合并样条线”和“Poly Scalpel”SOP 节点可用于创建和编辑这些复杂的网络或道路样条线,同时管理属性、组和曲线方向。结合一些交易技巧,Erwin 将演示如何管理和合并道路样条线和曲面从未如此简单。

 
 
 

Karma, LookDev, and Ground Truth Rendering _ Valentin Kozin _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-tech-track/
This session explores the principles of setting up your colour management workspace to achieve rendering parity between Houdini’s Karma renderer and your game engine, using Unreal Engine 5 as an example. It explores some of the practical applications of having a colour-matched viewport render in Houdini for iteration, look-dev and ground-truth rendering.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-tech-track/
本课程以虚幻引擎 5 为例,探讨设置色彩管理工作区以实现 Houdini 的 Karma 渲染器和游戏引擎之间的渲染奇偶性的原则。它探讨了在 Houdini 中进行颜色匹配的视口渲染以进行迭代、外观开发和地面实况渲染的一些实际应用。

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