Houdini Tutorial - Procedurally Model & Texture Bricks - ALL IN HOUDINI - No other apps required
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- เผยแพร่เมื่อ 4 ก.พ. 2025
- If you like this, visit www.parameter3... for more Houdini tips and tricks.
If you'd like to help support by donating to help these videos continue to be created, I'd greatly appreciate that! -- Patreon -- / mrbennelson
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In this in-depth tutorial, I explain how to create a procedurally generated bricks that you can have modelled and textured 100% inside Houdini without even needing to worry about UV-mapping or other tedious tasks to create an asset.
Obviously it has it's limitations, this approach does create heavy poly counts in the assets, but the trade off is getting to have a high quality, useable and very procedurally editable asset in a very short amount of time.
There's a lot of great tips and tricks here, so I highly suggest giving it a watch if you're interested.
I really appreciate how you explain some of the under-the-hood context to these nodes and how you're using them.
Excellent tutorials, really appreciate for sharing. Like the way you are added attribute maps, bind nodes taken to final stage. 👌
simple and high quality awesome tutorial!
thanks for this video
good one!
Thank you - great tutorial! Quick question - could you accomplish the same texture randomness using triplanars and avoid uv's on the bounding box? You are an excellent teacher btw. You have a real gift for explanation and problem solving. I appreciate you including in your videos the process of solving the inevitable unexpected issues that arise. I look forward to future content and will check out your Patreon page.
thank you! Yeah so you could do a tri-planar projection for sure, but that would just be handled at rendertime, and usually is calculated slightly different depending on your renderer.
This is more of an approach to UV map and get things done, and potentially shift it to another application if you had to.
Thank you! Actually I haven't done much with Patreon because I'm wanting to build my own site instead to host premium/free videos. So stay tuned for that!
@@mrbennelson Thanks for the explanation and responding so quick. Makes sense...but there's about another hundred questions I would like to ask. So, when you have your website up and running let me know; I'll be in line to sign up. Thanks again.
now you can take this into unreal and enable nanite which makes polycount no longer an issue, the only drawback would be the 200Mb per brick.
totally could bring it to Unreal -- however, you wouldn't get the color and spec attributes there that I'm using to try the shader. However, you could uv map this so then you could texture it in Unreal.
would it be the Attribute lookup node in redshift ?
hey man, you are so good at explaining the things and really made it look simple, are you offering some kind of courses ?? would love to enroll. thanks for the great video
you know it's a slow process, but yes I do plan on setting up some more premium courses in the future, and will definitely put out a video letting everyone know.
Curious, what kinds of topics would you be interested enrolling in?
@@mrbennelson well, houdini is node based, so i feel a course that develops a comprehensive understanding of what does each node do and when we should and should not go for coding is very attractive. the maximum power of procedural nature of houdini can only be harnessed if i have solid understanding of its nodes.
that might be vague but hopefully it gives you idea.
Is there a reason to not use the attributetransfer node instead of the wrangle?
Sometimes attribute transfer gets less than perfect transfers. For most cases it's fine though. I like using a wrangle and xyxdist with primuv() for best accuracy when snagging attributes.
Totally fine to use whichever you prefer.
@@mrbennelson Thanks!
When I move the displacement inside the pointVOP just moves the entire object rather than displacing the mesh. Anyone know why this is happening?
Shocking how much work is necessary to just use a box model uv set up. I can't think of any other software that requires actual programming to apply a texture.
it's just because this is not a tutorial, just a "how to make it unnecessary complicated" kind of video.... silly world.
This is fantastic. Do you have a discord set up?
Not at the moment, but I'm thinking of jumping on a Patreon and Discord soon so I can make even more advanced content and hopefully get some resources for it to make it worth the time it takes to make these.
I'm using Houdini 19.0.383 but i don't have the lab edge dammage ... How can i enable this ?
you need to download SideFX labs to Houdini. It's free and is just an extra download.
How do I get my textures into the holes correctly?
this tut actually disregards that -- this won't work for every use case. If you want the holes textured, you'd have to probably texture the old fashion way that takes longer than this approach
Great tutorial but at 21.46 my brick is completely black.. The texture doesn't seem to work anymore.
try checking that you are loading the texture in as a Cd attribute on the attribute map node. Sometimes that's a "gotcha".
@@mrbennelson yeah i also have this problem. and its set as a Cd
Ignore that it was a capital letting in the code. I am however having an issue disabling the visualization for the normal maps as mine is greyed out and unable to un check it
Also have simillar problem, only 1/4 of my brick have trexture, rest is black. and i cant figure it why
37:39
THANOS BRICK
BOTTOM TEXT
lol
Considering that this is a beginner tutorial it would have been nice if you would have explained that Labs is an addon and just a brief summary of how it needs to be downloaded and enabled. As a complete beginner this really stumped me many months ago, Then again if you don't have the basic common sense or ability to google what Labs is and how to download it you probably deserve to be stumped.
definitely not the way to do something like that.
Title: *"ALL IN HOUDINI"*
12:43: "Basically I'm gonna grab a texture that's for free online..." 😐 I thought you were gonna make one inside a COP2 network.