Houdini Rock Generator Tutorial - Generate Photorealistic Rocks for Games or Film
ฝัง
- เผยแพร่เมื่อ 8 เม.ย. 2023
- Topic: Procedural Asset Generators, Asset Generation, Game Assets
This video tutorial goes over step by step how to create a Rock Generator in Houdini with a simple and easy approach. This will give you the basic skills to approach and create more complex asset generation as well. These generated assets are exported for use in both Film/VFX and Games/Unreal. The workflow is covered from start to finish.
Patreon:
/ renderbucket
Discord:
/ discord
Tags:
Asset Generation, Rock Generator, Unity, Unreal Engine, Level Design, Environment Creation, Houdini, Blender, Texture Baking, Photorealistic Rocks, Houdini Tutorial
Excelent video!! Gave me awesome insights in my first contact with Houdini!
man, you won the internet this week
Looking forward to more houdini content, maybe for unreal as well. Thanks for sharing!
thanks for this sweet tutorial. i would love to see some more in-depth processes for generating interesting rock shapes, for use as base meshes to sculpt or displace. im sure theres plenty of ways to go about it in houdini but im a noob in the software at this point.
great tutorial. thanks
COOL
As an aspiring solo game dev, I'm still not sure if I should spend time learning Houdini, it's powerful yes but too complicated (as well as being another subscription to pay for lol), especially when UE5 already has Megascans... oh well I need to focus on as fewer DCC's as possible
how can we create this material in unreal engine ? Please help for tutorial. thanks so much for your help
I have a huge landscape I’m procedurally filling. Would have been awesome to find some form of scattering of these random rocks, I mean when a rock gets generated it gets randomized by the parameters u shown and then it gets scattered in the landscape via the various methods like procedural foliage or static maps idk really
Its usually pretty unoptimized to do a new variant per scattered instance. It just isnt necessary for the most part. The way you'd approach this is use the videos method to create a kit of cascading sized rocks then scatter those. So 8 cliffs, 8 boulders, 8 rocks, 8 stones, etc. It offers you better shape control and art direction. It also saves on computation, pipeline, and render time to make a reusable kit.
For scattering there are several available options in Houdini and tons of tutorials on it! Happy arting and hope your landscape works out well!