• In 3d

    Creating procedural game assets with Houdini. Part 3

    JTNDZGl2JTIwY2xhc3MlM0QlMjJza2V0Y2hmYWItZW1iZWQtd3JhcHBlciUyMiUzRSUwQSUyMCUyMCUyMCUyMCUzQ2lmcmFtZSUyMHRpdGxlJTNEJTIyQSUyMDNEJTIwbW9kZWwlMjIlMjB3aWR0aCUzRCUyMjEyMDAlMjIlMjBoZWlnaHQlM0QlMjI3MDAlMjIlMjBzcmMlM0QlMjJodHRwcyUzQSUyRiUyRnNrZXRjaGZhYi5jb20lMkZtb2RlbHMlMkY0YjVmOWYwOWQwMTM0OTg3OTNmN2QyZWNiOTlkYjdlNiUyRmVtYmVkJTIyJTIwZnJhbWVib3JkZXIlM0QlMjIwJTIyJTIwYWxsb3clM0QlMjJhdXRvcGxheSUzQiUyMGZ1bGxzY3JlZW4lM0IlMjB2ciUyMiUyMG1vemFsbG93ZnVsbHNjcmVlbiUzRCUyMnRydWUlMjIlMjB3ZWJraXRhbGxvd2Z1bGxzY3JlZW4lM0QlMjJ0cnVlJTIyJTNFJTNDJTJGaWZyYW1lJTNFJTBBJTBBJTNDcCUyMHN0eWxlJTNEJTIyZm9udC1zaXplJTNBJTIwMTNweCUzQiUyMGZvbnQtd2VpZ2h0JTNBJTIwbm9ybWFsJTNCJTIwbWFyZ2luJTNBJTIwNXB4JTNCJTIwY29sb3IlM0ElMjAlMjM0QTRBNEElM0IlMjIlM0UlMEElMjAlMjAlMjAlMjAlM0NhJTIwaHJlZiUzRCUyMmh0dHBzJTNBJTJGJTJGc2tldGNoZmFiLmNvbSUyRjNkLW1vZGVscyUyRnByb2NlZHVyYWwtcm9ja3MtaW4taG91ZGluaS00YjVmOWYwOWQwMTM0OTg3OTNmN2QyZWNiOTlkYjdlNiUzRnV0bV9tZWRpdW0lM0RlbWJlZCUyNnV0bV9zb3VyY2UlM0R3ZWJzaXRlJTI2dXRtX2NhbXBhaWduJTNEc2hhcmUtcG9wdXAlMjIlMjB0YXJnZXQlM0QlMjJfYmxhbmslMjIlMjBzdHlsZSUzRCUyMmZvbnQtd2VpZ2h0JTNBJTIwYm9sZCUzQiUyMGNvbG9yJTNBJTIwJTIzMUNBQUQ5JTNCJTIyJTNFUHJvY2VkdXJhbCUyMHJvY2tzJTIwaW4lMjBIb3VkaW5pJTNDJTJGYSUzRSUwQSUyMCUyMCUyMCUyMGJ5JTIwJTNDYSUyMGhyZWYlM0QlMjJodHRwcyUzQSUyRiUyRnNrZXRjaGZhYi5jb20lMkZrdXJ6ZW1uaWVrcyUzRnV0bV9tZWRpdW0lM0RlbWJlZCUyNnV0bV9zb3VyY2UlM0R3ZWJzaXRlJTI2dXRtX2NhbXBhaWduJTNEc2hhcmUtcG9wdXAlMjIlMjB0YXJnZXQlM0QlMjJfYmxhbmslMjIlMjBzdHlsZSUzRCUyMmZvbnQtd2VpZ2h0JTNBJTIwYm9sZCUzQiUyMGNvbG9yJTNBJTIwJTIzMUNBQUQ5JTNCJTIyJTNFa3VyemVtbmlla3MlM0MlMkZhJTNFJTBBJTIwJTIwJTIwJTIwb24lMjAlM0NhJTIwaHJlZiUzRCUyMmh0dHBzJTNBJTJGJTJGc2tldGNoZmFiLmNvbSUzRnV0bV9tZWRpdW0lM0RlbWJlZCUyNnV0bV9zb3VyY2UlM0R3ZWJzaXRlJTI2dXRtX2NhbXBhaWduJTNEc2hhcmUtcG9wdXAlMjIlMjB0YXJnZXQlM0QlMjJfYmxhbmslMjIlMjBzdHlsZSUzRCUyMmZvbnQtd2VpZ2h0JTNBJTIwYm9sZCUzQiUyMGNvbG9yJTNBJTIwJTIzMUNBQUQ5JTNCJTIyJTNFU2tldGNoZmFiJTNDJTJGYSUzRSUwQSUzQyUyRnAlM0UlMEElM0MlMkZkaXYlM0U=In theory, COPs could replace Substance Designer and be even more powerful, because you have full access to other Houdini networks and your 3D data. You could use it to generate texture details based on geometry and even other adjacent objects in the scene. Unfortunately COPs are slow – very slow. Most of advanced texturing work is done via COP VOPs and when working in that context – as soon as you modify or add new node – Houdini recompiles everything and re-cooks your COP network. While doing that, it becomes unresponsive for quite a long time, making working with […]
  • In 3d

    Creating procedural game assets with Houdini. Part 2

    First let’s start with a little demo of what I achieved with rock generation. Here I demonstrate two different rock styles generation from the same input geometry – rendered in Blender Eeevee. To play with one of the demo asset styles in real time, you can check it out on Sketchfab here! To see how it looks in “The Collector” project demo, which was the project I created this for – check out this link.Object hierarchy and naming in Blender outlinerFor my project, as an user input, I had a basic geometry blockout of the cave, exported as FBX from Blender. […]
  • In 3d

    Creating procedural game assets with Houdini. Part 1

    During development of the project “Collector”, while sculpting cave walls and stones by hand, I once again decided that I need to find more efficient – procedural way of building assets. As they say – proceduralism is the future. In this series of posts, I will try to show my experiments and explain how to use Houdini to create automated pipelines for generating procedural game assets.Natural formations — such as cliffs, stones, sand dunes, are hard to create manually. Sure, skilled artist can come up with workflows and sculpt an amazing rock, but it takes a lot of time and is […]