Dude\m/\m/ this was just fantastic, I had some dope take aways, loved the "Type attributes from Node" in the HDA, woot woot, amazing, also the habit of deleting unused attributes and groups for house keeping, fantastic , cheers heaps \m/
Directly feeding in multiple lines into the Hda would require some rethinking of it, right now it would cause trouble in the first Loop where the "skin" of the wall is created. The quickest solution IMHO is to merge the input curves and feed those in a For Loop by primitive (so for each curve) and throw the Hda inside the Loop. BUT first you need to modify the first resample node of the had to be based on Lenght and not Number of Segments, so it will be equal for each curve, no matter the length
For the bricks you could use some loop with a 6 plane uv (but it would involve some orienting stuff with the curved ones), for the grout I would go with a procedural texture.
i have a question ,if you draw a lot of curves in illustrator , and you want to make them as walls with this hda for a PC-game...but some of the curves in illustrator are bezier curves or splines , but the spline will turn into small lines , for example they don't behave like your circular input(they are not closed curves)...when i import my curves i get a bad result, can you help? im trying to find out how to make a game in unity...
@@ezpepz i save as SVG , then i bring it to blender and export it as OBJ... , but they will be converted into segments instead of a curve with handle and perfect shape...
@@rshiya5018 Probably it has to do with the Houdini import of the file. I'm doing some test without blender, importing directly the .ai file into Houdini (you can read .ai files if you save them without compression from Illustrator) and I do see a correct behaviour on the straight lines, but whenever there's a bezier, it bypass that point
@@rshiya5018 I did some other tests, if you save your file as .ai, without compression and compatible with Illustrator 8, when you import it into Houdini, you get all the correct curves (the only problem is it close all the open curves), and you can do a for loop to resample those.
@@ezpepz yes it will close the curves , but if you add an Ends node and set the start to "open" it will be fine , but still it doesnt come as perfect circle , i had to bump up the resolution of the curve to achieve a better curve , thanks for your amazing video and your help
Dude\m/\m/ this was just fantastic, I had some dope take aways, loved the "Type attributes from Node" in the HDA, woot woot, amazing, also the habit of deleting unused attributes and groups for house keeping, fantastic , cheers heaps \m/
Good content keep it up!
hey, what if we want to feed the HDA into multiple lines...
how can we keep the brick sizes consistent now matter how long are the lines?
Directly feeding in multiple lines into the Hda would require some rethinking of it, right now it would cause trouble in the first Loop where the "skin" of the wall is created. The quickest solution IMHO is to merge the input curves and feed those in a For Loop by primitive (so for each curve) and throw the Hda inside the Loop.
BUT first you need to modify the first resample node of the had to be based on Lenght and not Number of Segments, so it will be equal for each curve, no matter the length
please , how you make the uv for this 😣😢
For the bricks you could use some loop with a 6 plane uv (but it would involve some orienting stuff with the curved ones), for the grout I would go with a procedural texture.
how do you make the UVs of the bricks and grout?
i have a question ,if you draw a lot of curves in illustrator , and you want to make them as walls with this hda for a PC-game...but some of the curves in illustrator are bezier curves or splines , but the spline will turn into small lines , for example they don't behave like your circular input(they are not closed curves)...when i import my curves i get a bad result, can you help?
im trying to find out how to make a game in unity...
I guess it depends on how the curve are drawn in Illustrator. How do you import the curve into Houdini?
@@ezpepz i save as SVG , then i bring it to blender and export it as OBJ... , but they will be converted into segments instead of a curve with handle and perfect shape...
@@rshiya5018 Probably it has to do with the Houdini import of the file. I'm doing some test without blender, importing directly the .ai file into Houdini (you can read .ai files if you save them without compression from Illustrator) and I do see a correct behaviour on the straight lines, but whenever there's a bezier, it bypass that point
@@rshiya5018 I did some other tests, if you save your file as .ai, without compression and compatible with Illustrator 8, when you import it into Houdini, you get all the correct curves (the only problem is it close all the open curves), and you can do a for loop to resample those.
@@ezpepz yes it will close the curves , but if you add an Ends node and set the start to "open" it will be fine , but still it doesnt come as perfect circle , i had to bump up the resolution of the curve to achieve a better curve , thanks for your amazing video and your help