Houdini 18.5 - Firewatch Project - Building the Base Tower

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  • เผยแพร่เมื่อ 9 ม.ค. 2021
  • Asset available for download on Gumroad and Patreon:
    Patreon: / indiepixel
    Gumroad: gum.co/firetower
    In this video we are going to walk step by step through the creation of the Firewatch Base Tower. This is part of the on-going Firewatch project where we are going to build a complete level using Houdini, Unreal and the Houdini Engine V2.
    Timestamps:
    Basic Setup - 1:25
    Wood Plank HDA - 12:56
    Offset Bug Fix - 28:35
    Building the Stairs - 31:08
    Building the Stair Steps - 40:58
    Building the Stair Platforms - 51:42
    Building the Stair Railing - 56:07
    Thanks guys!

ความคิดเห็น • 35

  • @JakeOpp_
    @JakeOpp_ 2 ปีที่แล้ว +30

    Indie Pixel does such great tutorials but I noticed a few people complain about the cut at 29:30. To fill in the bit that got cut out you can do the following (I think I got everything, if not let me know):
    1. Go back into your wood plank HDA, add a match size node after your shape grid.
    2. Connect this to the poly bevel and replace the Grids connection into the bevel switch.
    3. Promote the 3 justify attributes on the match size node. (set their defaults to center)
    4. Promote the reverse cross sections toggle on the sweep node (the same reason mentioned earlier in the vid)
    5. Save your planks HDA and update it.
    6. Go back up to the main tower HDA and pull a new line off the copy node (on the side that makes the legs)
    7. Add a split node
    8. Set the group to zero, group type to primitives and invert the selection.
    9. Add a new wood plank HDA copy, and adjust to your liking (do not compute UV's because it gets all twisty)
    10. Add a merge after the two wood plank nodes.
    I think I filled in all the blanks :) This comment will be obsolete once the vid gets updated but much love to IP for providing such good content! 💜💜

    • @thomaspilaet1294
      @thomaspilaet1294 2 ปีที่แล้ว +5

      Thanks for the explanation! What I also needed to do was disabling the normals and reversing the cross sections in the new wood plank hda node. Otherwise half of the individual horizontal beams were/looked inverted.

    • @akram-sz7qj
      @akram-sz7qj ปีที่แล้ว

      Thank you 😃

  • @nowak93
    @nowak93 3 ปีที่แล้ว +2

    07:14, I would never have thought of that.

  • @Bradzy108
    @Bradzy108 3 ปีที่แล้ว +3

    This is awesome, can't wait for the next ones. I just learned so much. At 29:21 when there is that cut, all I think was done was to sweep along the main prims of the tower after the copy transform. To get a polyline around those prims I just used the polypath node and put my wood planks node on those prims. Also it seems an edit was made to the wood planks hda where he put a axis align node down after the bevel switch and exposed the justify params, not much was missed, but just thought I would comment for anyone who got confused.

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +2

      Doh! Did I not show that, or maybe I cut the video without noticing...I'll make sure to double check in the next vids! Glad you liked it!

    •  3 ปีที่แล้ว +2

      ​@@IndiePixel3D No chance to fix it? I really enjoy it, but at this point I got stuck :(

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +2

      @ I can take a look this weekend and see what I did to the video edit. Stay tuned!

    •  3 ปีที่แล้ว

      @@IndiePixel3D Thank you !!

  • @shiwookjo1407
    @shiwookjo1407 3 ปีที่แล้ว +1

    Thank you for Houdini noob user.. it's very kind to understand !.

  • @blakeXYZ
    @blakeXYZ 3 ปีที่แล้ว +4

    This is brilliant! I'm just getting into Houdini and procedural work, this is exactly what I'm wishing to learn! Thank you

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว

      No prob! Glad to hear your taking the procedural plunge with houdini!:)

  • @Cadellinman
    @Cadellinman 11 หลายเดือนก่อน +1

    Excellent tutorial, thanks for sharing.

  • @n000Face
    @n000Face 3 ปีที่แล้ว +2

    39:00 I have been wondering how to properly calculate the right and up vectors for a MINUTE now. Bless you

  • @Misstigon
    @Misstigon 3 ปีที่แล้ว

    Thanks for sharing your video ! It's so great clip.

  • @edgarsaturnino6086
    @edgarsaturnino6086 2 ปีที่แล้ว +1

    Super TOP seu vídeo, gostei de mais e pode ter certeza que vou levar esse video muito a diante, muito explicativo e bem organizado!

  • @JasonPavik
    @JasonPavik 3 ปีที่แล้ว +2

    I was enjoying this tutorial a lot, and there were some very helpful tips, but as someone who is very new to Houdini, I got very lost at 29:23 and had to stop watching there. I still gave the video an upvote, and hopefully there is an update eventually.

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +2

      Thanks for the feedback Jason! Totally helps the houdini tuts as they can be a bit rough to produce...but I'll polish explanations up in future vids! Thanks man!:)

  • @connerwhitten9902
    @connerwhitten9902 3 ปีที่แล้ว +1

    Hi, thanks for the tutorial! I'm having an issue while creating the stairs it seems. The carve node doesn't seem to be breaking off, and the normals are acting as though the node isn't there. Blast is working as it should. This carve node could be the issue, or it could be something else, but the resample and attribute wrangle don't work correctly either (skinning instead a flat plane that goes all the way up), and carve seems to be the farthest node up that's acting strange. As far as I'm aware, I have everything correct, but it's definitely user error. Tried using peak as well, and the normals still twist. Any suggestions on what to check would be greatly appreciated, as I'm pretty new to Houdini and trying to troubleshoot is very difficult. Thank you!

  • @Misstigon
    @Misstigon 3 ปีที่แล้ว +3

    29:23 How set up parameter Justify X, Justify Y, Justify Z ? I can't follow this . Please help me . Thanks

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +8

      I put a match size node in the wood plank hda and just exposed those params from the match size node. It goes right under the grid node.

  • @noskov5
    @noskov5 3 ปีที่แล้ว +1

    Thank You so much mate, awesome for dummies like me! But this jump at 29 minutes made me sad:(

    • @Bwachaauh
      @Bwachaauh 3 ปีที่แล้ว +1

      If you just follow the same technique as the first and second "section", but don't delete the polygons from the copy, it pretty much does itself. I'm a total newb, and figured it out in about 5 minutes.

  • @HiredGunGames
    @HiredGunGames 3 ปีที่แล้ว

    I found you can also use a split node and use "primnum = 0" in the "Group field" is this the same as using a blast? would it offer alternate solutions to blast or is it basically the same thing? Awesome tutorials btw I'm learning so much :D

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว

      Yep, you can use the split node as well. Lots of ways to do things in Houdini.:) glad you like the vids!!

  • @magneticanimalism7419
    @magneticanimalism7419 3 ปีที่แล้ว

    So what is the difference between these tutorials on TH-cam and the one for sale on Gumroad?

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +1

      The gumroad package has the hip files and video downloads.

  • @mssanimation9383
    @mssanimation9383 5 หลายเดือนก่อน

    Can anyone fill me with the usecase of @right and @up ?

    • @IndiePixel3D
      @IndiePixel3D  5 หลายเดือนก่อน +1

      The right and up attributes, in this case, store the right vector and up vector. These vectors are useful in many cases. Say you want to offset some objects to the left or right of a curve, we'd use the right vector multiplied by some float value to do so. If we wanted to offset those same object up or down we'd use the up vector. These attributes arent default / built in attributes, like pscale is, so we have to calculate them ourselves. That's a high level explanation. Hopefully it helps a little. :)

    • @mssanimation9383
      @mssanimation9383 5 หลายเดือนก่อน

      @@IndiePixel3D Thank you so much , now i got the clear idea about it. Also I recently found this channel on youtube its simply amazing like a gem. once again thank you for your reply.

    • @mssanimation9383
      @mssanimation9383 5 หลายเดือนก่อน

      is there any discord channel for indie-pixel?

    • @mssanimation9383
      @mssanimation9383 5 หลายเดือนก่อน

      @@IndiePixel3D also why we are omitting the y component of flatenrm and cross multiplying normalized flatenrm with the world space y component.

    • @IndiePixel3D
      @IndiePixel3D  5 หลายเดือนก่อน

      @@mssanimation9383 we do that to build the right vector. At that point in the calculation we haven't built the up vector yet, so we use the world up vector. This will not work with vertical curves. I explain more in this video: th-cam.com/video/o1vGKRcwFWw/w-d-xo.html

  • @vjanomolee
    @vjanomolee 2 ปีที่แล้ว +1

    Firewatch was made in Unity tho?