Houdini Engine V2 - Procedural Rope Bridge

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  • เผยแพร่เมื่อ 20 ต.ค. 2024

ความคิดเห็น • 56

  • @ToniPirogov
    @ToniPirogov ปีที่แล้ว +1

    a year later, my skill is finally enough to pass this lesson.
    thank you, learned a lot of useful tricks

  • @sima_jk
    @sima_jk ปีที่แล้ว +2

    Thanks for all the amazing content. Honestly there's never enough of this!

  • @crediblemulk4638
    @crediblemulk4638 ปีที่แล้ว +1

    Very cool! Thanks very much. I have a working HDA and can now go back through the video to get more familiar with the practice and different elements. Will also be able to try and expand it a bit if possible. Maybe an arched bridge from a user input path. Look forward to your next video guys.

  • @JackiedFX
    @JackiedFX 3 ปีที่แล้ว +1

    Awesome!!!! Love this tut! It was ages since I was able to work a bit with Unreal. It's always good to go back to roots and see where we all started!

  • @xennui7
    @xennui7 2 ปีที่แล้ว

    Awesome tutorial, so much info and great presentation! Thanks so much for making this.

  • @wing_2619
    @wing_2619 ปีที่แล้ว +1

    Really really nice thanks for this beatiful video ^^

  • @quas67
    @quas67 3 ปีที่แล้ว +2

    great tuts

  • @wii58739
    @wii58739 3 ปีที่แล้ว +2

    Super cool tutorial, i learned alot from this however i was a little bit lost when you jumped around not explaining the hotkeys but i found a houdini pdf document listing them, the only constructive criticism i have is to say what hotkeys you click other than that again really good tutorial man! :)

  • @CarstenBaarsFX
    @CarstenBaarsFX 3 ปีที่แล้ว +1

    great video, thanks :)

  • @ProjectKhopesh
    @ProjectKhopesh ปีที่แล้ว

    How would one extend the functionality of this to introduce controls over full pitch/yaw/roll of the boards, and even a bit of transformation/slide? I've tried a number of things, and they just don't seem to want to work.

  • @RahulGupta1981
    @RahulGupta1981 3 ปีที่แล้ว +1

    good one.

  • @jayepic6797
    @jayepic6797 3 ปีที่แล้ว +2

    cool

  • @jank-official
    @jank-official 3 ปีที่แล้ว +1

    nice!

  • @devchrisgarcias
    @devchrisgarcias 3 ปีที่แล้ว

    Thanks for this video, I have a problem, in the minute 1:59:30, the tie down have the same orientation / / and not / \. Thanks if you can help me

  • @sams_3d_stuff
    @sams_3d_stuff 3 ปีที่แล้ว +1

    Thank you master. I have found the Handles don't show in UE if the hda is loaded as a component in a BP. Hope SESI fixes it soon!

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +1

      I agree. I bet theyll get it done here soon.

  • @fran.fernandez
    @fran.fernandez 3 ปีที่แล้ว

    back... is posible to have handles (points) add dynamic inside UE? like curves (add delete points) but not using curves :D

  • @supertenchoo4271
    @supertenchoo4271 3 ปีที่แล้ว +5

    hey indie pixel we have been wait for two years now is the car course near to release

    • @frazoni.
      @frazoni. 3 ปีที่แล้ว +3

      ahah same here I would love to see the course released asap i love his teaching style and his tutorials

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +2

      Ah, yeah...its currently on my Patreon page. I'm hooking up slip angle and audio next.

    • @supertenchoo4271
      @supertenchoo4271 3 ปีที่แล้ว

      @@IndiePixel3D thanks for taking Your time to reply me

    • @pawpotsRS
      @pawpotsRS 3 ปีที่แล้ว +1

      @@IndiePixel3D do you have scattering technique plan with houdini to ue4, also some road curve? :)

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว

      @@pawpotsRS I do on patreon but will show scattering stuff this weekend on youtube.

  • @pawpotsRS
    @pawpotsRS 3 ปีที่แล้ว +1

    woah!

  • @carlosrivadulla8903
    @carlosrivadulla8903 3 ปีที่แล้ว +1

    11:36 how do u add ur own presets in the wrangle node? do they persist when updating houdini versions?

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +1

      If you go up to the little gear icon on the wrangle node you will find the save preset option. They do persist between versions. They are stored in the user press I believe.

  • @Vesperele
    @Vesperele 20 วันที่ผ่านมา

    Hey about to attempt this! Wanted to ask before I do, is there a specific reason you might choose to make the HDA at Obj level instead of SOP level?

    • @IndiePixel3D
      @IndiePixel3D  20 วันที่ผ่านมา

      @@Vesperele yeah, if you want to output multiple types of stuff. Like instances and a terrian. It may be different in the latest HEngine....I dunno since I stopped using the HEngine

    • @Vesperele
      @Vesperele 20 วันที่ผ่านมา

      @@IndiePixel3D What did you switch to using instead? 😮

    • @IndiePixel3D
      @IndiePixel3D  20 วันที่ผ่านมา

      @@Vesperele I only use pcg and geo script now in unreal. Much better. Also use EUWs and c++ for UI and component visualizers. Much faster procedural generation for unreal rather than HEngine...I loved HEngine back in the day but with the introduction of pcg and geo script... HEngine is kind of obsolete for unreal.

    • @Vesperele
      @Vesperele 20 วันที่ผ่านมา +1

      @@IndiePixel3D that’s super interesting, i love unreals recent advancements and was looking into the PCG/Geo script systems but I wasn’t sure if it was smarter cause houdini is so long established and the UE stuff i would’ve assumed is still “on its way”. I’m quite new so i’m not sure if there’s a distinction between HE and Houdini itself but very very curious to hear your personal opinion on whether Houdini itself is still useful as a tool for Unreal developers then with the new stuff in 5.4 etc or if learning Houdini for Unreal is ultimately going to be redundant? My learning time right now is very scarce and i have to ration it.
      Appreciate the responses btw! 😊

    • @IndiePixel3D
      @IndiePixel3D  20 วันที่ผ่านมา

      @@Vesperele yeah I still use Houdini...just not HEngine...side fx did a great series on roads and rivers for the Pegasus project. That is a good demo of where HEngine can still be good. They showed how to use the find shortest path node to do rivers. That node doesn't exist in unreal yet. So I just make my own nodes using c++ when ever I run into that situation. Though I can't remake all of Houdini's nodes...lol...some of the math is waaay over my head

  • @JakeOpp_
    @JakeOpp_ 3 ปีที่แล้ว

    Going through this really awesome tutorial. I can't find any info, but can you programmatically make handles for the HDA? i.e. if I want my bridge to have numerous points that the user creates and let them still control them by a handle?

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +1

      Unfortunately not at the moment. Hengine works with blueprints at an experimental level, so it may be possible to put an hda into a blueprint to control the user points.

  • @adventureswithhuy
    @adventureswithhuy 2 ปีที่แล้ว

    Hello,
    I followed along and encountered 2 issues where I couldn't get hold make the point handles in UE4 (had to put in numbers), and the color isn't imported into UE4 but it came in as blank.
    Do you have to do anything prior so that those would work properly?

    • @MemeLord-zp9zp
      @MemeLord-zp9zp ปีที่แล้ว

      regarding the handles in unreal engine, did you find any solution to this? because im facing the same issue.

  • @FiFox5310
    @FiFox5310 ปีที่แล้ว

    Hello i have an issues with this vex expression at 1:54:10
    int pnts[] = primpoints(0, @primnum);
    vector posA = point( 0, "p", pnts[0]);
    vector posB = point( 0, "p", pnts[1]);
    vector nrmA = posA - posB;
    vector nrmB = posB - posA;
    setpointattrib(0, "N", pnts[0], nrmA, "set");
    setpointattrib(0, "N", pnts[1], nrmB, "set");
    i dont understand why, can some one help me
    My display normals just disapear

    • @quentintheret5106
      @quentintheret5106 8 หลายเดือนก่อน

      Having the same problem, before i add
      setpointattrib(0, "N", pnts[0], nrmA, "set");
      setpointattrib(0, "N", pnts[1], nrmB, "set");
      The N[2] value in the spreadsheet is 1 on each point, but after its all 0 and not 1 and -1...
      Did you find the solution to the problem?

  • @fran.fernandez
    @fran.fernandez 3 ปีที่แล้ว

    im new to Houdini, the @ is a reference to an attribute of the geometry, but what is f@ ?

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +2

      F@ means we are declaring a float value attirbute.

    • @fran.fernandez
      @fran.fernandez 3 ปีที่แล้ว +1

      @@IndiePixel3D Thank you, i was able to finish all tutorial with some minors issues! nicely done!

  • @forcepower7116
    @forcepower7116 3 ปีที่แล้ว +1

    Is Houdini now free to use ?

    • @irql2
      @irql2 3 ปีที่แล้ว

      There is an apprentice version you can use to learn. It cannot export anything other than obj so its not really useful for anything other than learning. You will not be able to use it with Houdini Engine v2 for Unreal like he's doing in this video. So yea its free, but not really 'useful'.

    • @supertenchoo4271
      @supertenchoo4271 3 ปีที่แล้ว

      @@irql2 is there any different between Houdini apprentice with Houdini engine v2

    • @irql2
      @irql2 3 ปีที่แล้ว

      @@supertenchoo4271 Houdini Engine v2 is only available to paid customers. Its not available with Houdini Apprentice. Sidefx made it free for commercial users recently but the wording is very confusing and misleading for some. It's free if you already bought a paid version of houdini... which makes it sorta not free? I don't know, I do know they get testy about it if you bring it up though.

    • @evening8990
      @evening8990 3 ปีที่แล้ว

      Its free to use HDAs within Unreal and Unity, but to create your own HDAs you would need at least an Indie license.

    • @carlosrivadulla8903
      @carlosrivadulla8903 3 ปีที่แล้ว

      is a shame the unreal attempt to buying houdini failed. It could be free now and severely improved as they are doing with mixer

  • @mathew3267
    @mathew3267 3 ปีที่แล้ว

    Now we can remake Indiana Jones cut it in half.

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +1

      Ya know that would be a fun vellum / RBD project!

  • @random_precision_software
    @random_precision_software 3 ปีที่แล้ว

    Aahhh I thought it was a unity video 😩

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +2

      Well, you could do that same process for Unity. For the most part the HDA will work in Unity as well. When ever you see me use an Unreal attribute, there is an equivalent attribute on the unity side. Usually they have the same name too. For instance...to instance something we use s@unreal_instance in unreal, but the Unity attribute name is s@unity_instance. So not too different. :-)