Houdini Tutorial - Procedural Brick Pavement for UE5 (beginner friendly)
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- เผยแพร่เมื่อ 5 มิ.ย. 2024
- In this Houdini tutorial I will show how to create two types of procedural brick paterns - one for regular paved path and one circular pattern, each can be placed next to another seamlessly.
This is my first attempt, so please let me know what does work and what doesn't and if I should continue.
Two more things:
1. If you are using Houdini 20, you'll have three issues with the round shape. Here are the fixes:
- 20:15 In the "Convert Line" node (after "inner_circle" and Polyexpand) check "Make isolated Loops Closed". Otherwise the chain node doesn't fill the circles.
- 24:02 In the Chain node "Enable scale" is renamed to "Taper"
- 32:14 Borders will not go all the way around the circle. To fix that in the Polypath node (going into the Chain together with the green "circle_border" grid node) check "Make Isolated loops closed".
2. And just a general comment: in order to make variable thickness (at 07:10) use "for-each connected piece" loop. The principle is very similar to what I show at 21:12. Basically create "for-each connected piece" loop, add metadata node, rename it to each_brick, add polyextrude node in the loop and in the Distance field instead of the 0.04 add the following line:
fit01(rand(detail("../each_brick/", "iteration", 0)), 0.01, 0.04)
you can replace 0.01 with desired minimal thickness, and 0.04 with desired maximum thickness
Chapters:
00:00 Topic showcase in Unreal Engine
00:47 Houdini - Square Piece
17:38 Houdini - Round Piece
40:15 Beauty of procedural approach
41:25 Final notes in Unreal Engine
Two more things:
1. If you are using Houdini 20, you'll have three issues with the round shape. Here are the fixes:
- 20:15 In the "Convert Line" node (after "inner_circle" and Polyexpand) check "Make isolated Loops Closed". Otherwise the chain node doesn't fill the circles.
- 24:02 In the Chain node "Enable scale" is renamed to "Taper"
- 32:14 Borders will not go all the way around the circle. To fix that in the Polypath node (going into the Chain together with the green "circle_border" grid node) check "Make Isolated loops closed".
2. And just a general comment: in order to make variable thickness (at 07:10) use "for-each connected piece" loop. The principle is very similar to what I show at 21:12. Basically create "for-each connected piece" loop, add metadata node, rename it to each_brick, add polyextrude node in the loop and in the Distance field instead of the 0.04 add the following line:
fit01(rand(detail("../each_brick/", "iteration", 0)), 0.01, 0.04)
you can replace 0.01 with desired minimal thickness, and 0.04 with desired maximum thickness
Thanks for the guide
You are very welcome!
Thanks for the detailed guide!
Thank you for your comment!
Thanks for the thorough overview. Gives a few ideas! :)
You are very welcome! Happy to hear it!
How cool is your channel! Love what you do!!! Thank yo so much
Thank you so much! That's really nice of you!
Cool!
Love it. Thankyou more procedural modeling of the environment tutorial please!
Thank you very much! Yes, that's the plan. Do you have anything particular from that environment in mind?
@@tinyredkite I was thinking of may be some sort of terrain but also with texturing as well.
Just today I've uploaded the first part of the real world data landscape tutorial!
@@tinyredkite Thankyou I appreciate it!
Happy to help!
Hey Svetlina :) Thank you so much! I hae the problem but I have some gaps in the circles ... I cant find the solution currently - played with everything around, maybe you know it anyway :)
At which moment in video you are getting the weird results? And which version of Houdini you are using?
@@tinyredkite20.625 and my circle isnt finishing the round, about 23:27, the foreach block with the rotation
Would you say Houdini is still better for this type of thing than Unreal with its powerful Procedural Content Generator?
Thank you for the comment! I didn't try myself the PCG in Unreal, but what I could understand from presentations, it's rather a tool for procedural assets placement, not as much assets creation. But even if it's possible to create something like that in Unreal, I would still use Houdini. Here is why:
- with some experience, it's really fast and easy to make something like this in Houdini
- you can use Houdini together with other pipeline tools, like Substance Painter. Of course you can export things from Unreal too, but it doesn't feel natural
- and probably the main reason - Houdini doesn't limit you with what to do with the models next. Right now, as professional artist I do work in Unreal at work. But if I to change the job, Houdini is a tool for many studios, Unreal is not
- Houdini also allows to create HDAs, which work in Unreal like a charm, removing the need to create assets in Unreal, but allowing procedural content creation right in the engine (for example, all skyscrapers in my Neo Tokyo scene were made with one HDA. And all the draceanas).
So the only potential downside I can see - Houdini costs money. But I love it as a very versatile tool.
Very cool! Thanks for the beginner friendly video
You are very welcome! Glad that you liked it!
Hello there I'm using HOUDINI 20 my chain node does not have ENABLE SCALE... what is the work around?? Thanks!!!
@NelsinhoSouto
Thank you very much for bringing it to my attention! It's renamed to Taper now, so please use that setting. Also you'll encounter the issue with the borders in the round shape - the borders will not go all the way around the circle. To fix that in the Polypath node (going into the Chain together with the green "circle_border" grid node) check "Make Isolated loops closed".Sorry for not checking it beforehand. Good point for the future though - to make sure tutorials work in 19 and 20 (or just 20 I guess). Thank you again!
Nice job.
It is posible to do this just in UE5?
Thx.
@karlblumstein8396
Thank you very much!
I don't know if it's possible to make this just in UE5. There are some modeling tools there, geoscripts and modern PCG tools, but I only tried to use geoscripting a little, and get to conclusion that Houdini is way easier and more robust. But this is just my opinion.
@@tinyredkite Thx for your fast answear ;)
I learn since some Month UE5.
I would like start after UE with Houdini.
But its realy to much to learn.
I will try to copy your way in Unreals PCG ;)
By the way.
You have a very nice voice to explain technical dtuff :D
Thank you so much!
As to the technical stuff, I will give you my opinion (which you didn't as for :)). You can do many things with many different tools. You can make textures in Paint, but Substance Painter is still much better tool for the job. You can drive the nail into the wall with many objects, but hammer is just better. UE5 is an awesome tool for so many things, but I don't feel that modeling in it is the best option you have. And it looks like the PCG is the best for placing things, but is it good for modeling? I'm not so sure. The tutorial is very easy, I'm pretty sure you can follow it even if you open Houdini for the first time. Again, all this is just my opinion. Hopefully you'll get awesome results with whatever tool!
@@tinyredkite In the last month I saw a lot of UE5 tutorials and the most of them was from India.
Indish-English is very Hard (for me european) :D
It was a surprisly well to hear a very nice voice :)
Thanks again.
When I start with Houdini, I hope its will be ok to ask you stupid amateuer stuff :D
Have you a webside?