Houdini For Games - Intro To World Creation
Procedural World With Houdini, From Start To Finish
- Houdini Fundamentals
- HDA Parameter
- Procedural Setup
- Integrate HDA To Unreal Engine
Understand Houdini & Working With Assets.
Thomas Tobin is a Procedural Tools artist at Ubisoft Montreal. He is currently developing procedural modelling tools, game pipeline tools and quality of life HDA's. His goal is to smooth out art pipelines and create seamless transitions between DCC's with Houdini tools.
Thomas will teach you the workflows for creating a generator in Houdini with the objective of creating a world seamlessly. You will learn all the steps in the pipeline and understand how to prepare your generator to HDA successfully.
What You’ll Learn
The course will go through the full process of learning the procedural mindset and working with attributes within Houdini. The emphasis will be on understanding step by step explanation of how nodes work and why you place them down in a specific order. With the goal to create a procedural asset. Students will learn how to get the most out of the various tools to get the best results.
By the end of the course, students will learn how to develop a generator to increase efficiency in there workflow. They should also have gained knowledge on how to troubleshoot new problems or tasks.
This workshop on Intro to Houdini will consist of six modules of pre-recorded lessons and live Q&A sessions. You’ll learn core procedural design skills and workflows and be part of a community of artists working to achieve next level quality in their work.
By the end of the workshop you'll:
- Know the principles for working within Houdini
- Know the workflow for creating and understanding procedural assets
- Have mastered your way through the Houdini interface and HDA pipeline.
- Have created your own procedural real world generator.
Fundamentals Of Houdini
We will investigate the fundamentals of Houdini and start looking at creating a procedural asset.
Fracturing & Attributes
We will start looking at for-loops and copy to point to create a procedural bridge. This will also be our first look at fracturing objects and creating wood like pieces to use on our bridge.
We will begin to setup all of the controls for your first HDA.Then we will cover creativing UV’s in two different methods, baked hi-low and tileable trim sheets. The final step will be texturing the bridge.
Houdini To Unreal Engine
Bring your HDA into Unreal Engine and start creating your first world scene. Will cover the basics of Unreal Engine and shader creation.
We will look at creating our first mountain, then scattering objects onto our mountain.
By this point we will have successfully created our procedural asset and generator for our world.