About the corners, there is a mistake in the code that does not allow for left and right corners to be used. To correct this, allow modifications on the building generator node, then go inside and look for the "place pieces" node. Go inside it and look for the "grammar_expansion1" node. In this node, you'll see this CC_L = _corners[0]; CC_R = _corners[0]; Replace by this CC_L = _corners[0]; CC_R = _corners[1]; Left and right corners should work properly
@@sams_3d_stuff Yes but I had to modify the HDA a lot. Add concave variables into the building utility node, then in the building generator, add a "look for concave corners" setup and then write a wrangle node to replace convex corners by concave ones
We really need more about modifying the building tool to do some of the stuff you were showing with the Sci-fi base, etc. Also interiors and floors would be interesting.
I would love the answer to that. Been trying to figure it out for several ours... but cant seem to get it to work. Have you possible found the solution?
Thanks for the video, but I have a question. When I define references from Bridge, the faces of the incoming parts are facing opposite sides. I tried on the axis directions from within the FBX files, it did not improve. I used transform node from within Houdini and it didn't work. This is my first try. I wonder where there is an error. Patterns are neat but do not fit well on modules. the axes are facing the wrong way. Do you have any suggestions?
@@杜嘉鑫-c4r yes it was solved, but it was stupid. I transferred the models to unreal via bridge. But there is no problem when imported from birdge in Unreal. It can also be solved with the Transform node. This situation is mentioned a bit in the Project Titan Building Tool series, which is already a more detailed tutorial, find it and watch it.
@@杜嘉鑫-c4r Pay attention to the Axis of the model. You need to set this in the program you are using before referencing it. It's really frustrating. Moreover, there is a more detailed description of this stage. Tables part in Unreal Engine. Really complex processes are not as simple as they seem. I wish conveniences.
@@HalitHarun Gosh, I looked at the Project Titan Building Tool and it didn't fix my axis orientation error, I had used the cleared nodes before him and it didn't work.
I'm trying to follow this tutorial on latest houdini version, 19.5.493, but there's some errors in the "building from patterns node". Anybody was able to make it work?
@@semichaosstudio8139 just so you are aware, I got a reply from sidefx support saying "there is known problem with the Building from patterns". I'm now back to H19 and it seems to work just fine
I've got this working with Unity. You just need to make sure you change unreal_instance attribute to unity_instance attribute. It doesn't support Unity tags though.
Simon creates a roof for this system in the Project Titan Building playlist you should be able to find it here th-cam.com/video/3G9oZTNMGFs/w-d-xo.html
I've got this working with Unity. You just need to make sure you change unreal_instance attribute to unity_instance attribute. It doesn't support Unity tags though.
I feel like many more people would be able to use Houdini if they just hired people who can speak clearly and properly enunciate in these videos. I would hate to even ask for someone capable of providing information without a monotone voice and loud gulps between sentences.
About the corners, there is a mistake in the code that does not allow for left and right corners to be used.
To correct this, allow modifications on the building generator node, then go inside and look for the "place pieces" node. Go inside it and look for the "grammar_expansion1" node.
In this node, you'll see this
CC_L = _corners[0];
CC_R = _corners[0];
Replace by this
CC_L = _corners[0];
CC_R = _corners[1];
Left and right corners should work properly
Thank you so much!!!
Have you been able to make concave corners work btw? I only can get convex corners to work.
@@sams_3d_stuff Yes but I had to modify the HDA a lot. Add concave variables into the building utility node, then in the building generator, add a "look for concave corners" setup and then write a wrangle node to replace convex corners by concave ones
I can't post links but if you go to the official Houdini forums and make a " building from pattern" search there is a thread where I give more details
You're a lifesaver mate!
The master is here........crowd is cheering simon....simon......
you must be his colleague who secretly hates him
Masterful. Thanks Simon, you are the best. This was so inciteful!!
We really need more about modifying the building tool to do some of the stuff you were showing with the Sci-fi base, etc.
Also interiors and floors would be interesting.
interiors seem to be really hard.
Beautiful work, love the content as always. :)
Is there anyway to spawn door certain direction of the building?
Thx for this tutorial, pretty cool and easy to understand 😄
I would like to know how much demand specialists who model procedural buildings and assets
Can someone explane how works CORNERS in this new system?
Thank you for a grate tools!
I would love the answer to that. Been trying to figure it out for several ours... but cant seem to get it to work. Have you possible found the solution?
Link to the UE5 Matrix video he mentions on Shape Grammar: th-cam.com/video/usJrcwN6T4I/w-d-xo.html
Thank you!
Love it, can we also learn to do interior furniture placements?
Any luck?
Good question, anybody found some good resources?
I wish the corner system was more robust like the original tool. This one makes rounded corners tougher.
Any one knows how t odo it with UE 5.1? For some reason the reference always add "/Script/engine.StaticMesh" and this does not work with houdini
Thanks for the video, but I have a question. When I define references from Bridge, the faces of the incoming parts are facing opposite sides. I tried on the axis directions from within the FBX files, it did not improve. I used transform node from within Houdini and it didn't work. This is my first try. I wonder where there is an error. Patterns are neat but do not fit well on modules. the axes are facing the wrong way. Do you have any suggestions?
I also encountered the axis orientation error in the import of Unreal, did you solve your problem?
@@杜嘉鑫-c4r yes it was solved, but it was stupid. I transferred the models to unreal via bridge. But there is no problem when imported from birdge in Unreal. It can also be solved with the Transform node. This situation is mentioned a bit in the Project Titan Building Tool series, which is already a more detailed tutorial, find it and watch it.
@@HalitHarun I've tried using Transform, but he doesn't work, it's bothering me, thank you, I'll see how he solves it.
@@杜嘉鑫-c4r Pay attention to the Axis of the model. You need to set this in the program you are using before referencing it. It's really frustrating. Moreover, there is a more detailed description of this stage. Tables part in Unreal Engine. Really complex processes are not as simple as they seem. I wish conveniences.
@@HalitHarun Gosh, I looked at the Project Titan Building Tool and it didn't fix my axis orientation error, I had used the cleared nodes before him and it didn't work.
I'm trying to follow this tutorial on latest houdini version, 19.5.493, but there's some errors in the "building from patterns node". Anybody was able to make it work?
Same here, stuck right at the start with "invalid patterns" warning
@@semichaosstudio8139 just so you are aware, I got a reply from sidefx support saying "there is known problem with the Building from patterns". I'm now back to H19 and it seems to work just fine
@@nicoladanese2181 Thanks for the info, hopefully they could fix it sooner than later. No luck with H19 either on my side...
Update: installed labs package 19.5.501 today and it fixed the issue :)
@@semichaosstudio8139 that's great! may I ask if you try it with UE 5.1?
why not Unity?
I've got this working with Unity. You just need to make sure you change unreal_instance attribute to unity_instance attribute. It doesn't support Unity tags though.
How to make the roof in houdini?
Simon creates a roof for this system in the Project Titan Building playlist you should be able to find it here
th-cam.com/video/3G9oZTNMGFs/w-d-xo.html
Building from patterns point cloud is giving me 0 for all orients except orient[3] being all 1
Also, we need more love for Unity these days. :(
I've got this working with Unity. You just need to make sure you change unreal_instance attribute to unity_instance attribute. It doesn't support Unity tags though.
怎么有点像wfc那个猫猫,[猫尾] [猫头]。太好了,让世界充满猫吧
I feel like many more people would be able to use Houdini if they just hired people who can speak clearly and properly enunciate in these videos. I would hate to even ask for someone capable of providing information without a monotone voice and loud gulps between sentences.