Udemy - Procedural Race Tracks - Houdini 17.5 and Houdini Engine
Udemy - Procedural Race Tracks - Houdini 17.5 and Houdini Engine

Have you ever wanted to speed up your level creation using Procedural Techniques?  Have you ever tried to use Houdini or the Houdini Engine but hit road blocks that prevented you from being productive with the two applications?  Then this course is for you!


Description

 

Throughout this course we are going walk through every step of the way so it is not confusing at all. You will gain the confidence to begin building your own procedural race track tools for use inside of Unity 3d and Unreal Engine 4.

The course starts out by giving individuals new to Houdini, a quick start guide to using Houdini by teaching the basics of navigation, UI, modeling and creating Houdini Digital Assets. Once armed with that new knowledge we move onto the next level and start building out our Track tools.

With the Track tools we will learn how to effectively build a set of HDAs that will generate a Track complete with UV's, the Track bumpers, and the Track Guard Rails. Through that section of the Course we will see how we can detect the direction of a turn in the Track so we can place either a Track Bumper or a Track Guard Rail. This will begin to open up the power of using Proceduralism in your game productions.

With the Track in place we will walk through the process of creating Procedural Terrains with Houdini and the Houdini Engine. We will learn how to hook up terrain layers so we can texture our terrains in Unity and in Unreal.

Once our Terrains are ready to go we will walk through the process of efficiently creating and Scattering foliage using the Houdini Engine. We look at how to utilize Unity's Detail object system with Houdini Engine and how to use Unreal's grass system.

To conclude the course we build out a couple more procedural props and learn how to create textures with Houdini using its own Compositing Operators.

This course gives you a complete look at how to build a procedural pipeline for your games productions using Houdini 17.5, the Houdini Engine 3.4 and the Game Engine of your choice!

If you are looking to learn Houdini and Houdini Engine for Games Development then this Course is for you!

 

Note: Creating HDAs in the Apprentice version of Houdini will not work with Houdini Engine. An Indie License or above is required. But all the modeling and workflows still apply, will just have to export the Track pieces from Houdini Apprentice to OBJ.

Who this course is for:

  • Beginning Level Designers
  • Unity 3D users wanting to automate their Level Creation processes
  • Unreal Engine users wanting to automate their Level Creation processes with Houdini Engine
  • Individuals wanting to learn everything about how to use the Houdini Engine
  • Individuals wanting to boost their Houdini skill sets

Course content

  • Introduction
    • Project Overview
    • Introduction
    • Pre-Requisites for this Course
  • Installing Houdini and the Houdini Engine
    • Introduction
    • Where to get the Houdini Application
    • Installing Houdini
    • Creating a Houdini Project
    • Using Houdini Projects
    • Installing the Houdini Engine in Unity 3D
    • Installing the Houdini Engine in Unreal Engine
    • Where to find the Houdini Engine Documentation
    • Conclusion
  • Houdini Basics
    • Introduction
    • Navigation in Houdini
    • Overview of the Houdini User Interface
    • Customizing the User Interface
    • Creating and Working with Nodes
    • Component Display
  • The Basics of Houdini Engine and Houdini Digital Assets
    • Introduction
    • Installing the Indie-Pixel Framework
    • Creating a Basic HDA
    • Adding Parameters to our HDA
    • Import into Unity
    • Import into Unreal
    • Creating the Road Cone - Part 1
    • Creating the Road Cone - Part 2
    • Creating the Road Cone - Part 3
    • Creating the Road Cone - Part 4
    • Creating the Road Cone - Part 5
    • Test in Unity
    • Test in Unreal
    • Conclusion
  • Tool Kit Planning
    • Introduction
    • Gathering Reference
    • Defining our Tool Set
    • Installing the Game Dev Tools into Houdini
    • Conclusion
  • Building the Track Tool
    • Introduction
    • Creating the Track HDA and User Curve
    • Generating the Track Geometry
    • Adding Parameters to our Track Geometry
    • Test in Unity
    • Test in Unreal
    • Generating the Side Lines
    • Creating Clean UV's for the Track Geometry
    • Creating a Helper Utility
    • Adding Vertex Colors
    • Test in Unity
    • Test in Unreal
    • Conclusion
  • Fixing the Track Tool
    • Introduction
    • Fixing the Open Curve Issue
    • Surprise Bonus Lecture!!
    • Conclusion
  • Utilizing HDA Inputs & Debugging
    • Introduction
    • Setting up the HDA
    • Updating the Track Tool
    • Unity Test
    • Unreal Test
    • Debugging with the Houdini Engine
    • Conclusion
  • Creating the Track Bumpers
    • Introduction
    • Setting up the HDA
    • Measuring Curve Length
    • Detecting Turn Direction
    • Joining the Curves
    • Creating the Bumper Geo - Part 1
    • Creating the Bumper Geo - Part 2
    • Creating the Bumper Geo - Part 3
    • Creating the Bumper Geo - Part 4
    • Section Errata - @Outside Attribute Fix and Explanation
    • Creating the Bumper Geo - Part 5
    • Unity Test
    • Unreal Test
    • Generate the UV's for the Track Bumpers
    • Conclusion
  • Houdini Core Concepts - Curve Directions and Vectors
    • Introduction
    • Creating Flow Normals
    • Creating Curve Directions
    • Conclusion
  • Creating the Gaurd Rails
    • Introduction
    • Setting up the HDA
    • Offsetting the Rail Path
    • Creating the Guard Rail Components
    • Creating the Guard Rail Components - Part 2
    • Rail Profile
    • End Caps
    • End Cap Geometry
    • Completing the Caps
    • Section Errata - Caps Rotation Fix
    • Adding Materials
    • Unity Test
    • Unreal Test
    • Conclusion
  • Creating the Tire Stack
    • Introduction
    • Setting up the HDA
    • Creating the Tire Geometry
    • Copy and Transform
    • Randomization
    • Setting up a Master Control
    • Basic Collision Mesh
    • Unity Test
    • Unreal Test
    • Conclusion
  • Setting up Post Processing
    • Introduction
    • Setting up Post Processing in Unity
    • Setting up Post Processing in Unreal
    • Conclusion
  • Creating Terrain with Houdini Engine
    • Introduction
    • Setting up the HDA
    • Setting the Terrain Size
    • Unity Test
    • Upgrading Houdini Engine
    • Updating the Size Parameter
    • Terrain Materials
    • Creating Terrain Layers - Part 1
    • Creating Terrain Layers - Part 2
    • Creating Terrain Layers - Part 3
    • Creating Terrain Layers - Part 4
    • Terrain Layer Attributes - Part 1
    • Terrain Layer Attributes - Part 2
    • Terrain Tweaks & Parameters
    • Unreal Landscape Material
    • Conclusion
  • Designing our Terrains with Houdini Engine
    • Introduction
    • Importing the Track Geometry
    • Flattening the Terrain
    • Unity Test
    • Creating Mountain Shapes - Part 1
    • Creating Mountain Shapes - Part 2
    • Creating Mountain Shapes - Part 3
    • Working with Stamps
    • Level Design Session
    • Exporting Stamps to Bgeo
    • Snapping Terrain to Mountain Stamps
    • Unreal Engine 4 Differences
    • Conclusion
  • Houdini Core Concept - Curve Gradients
    • Introduction
    • Creating the Gradient
    • Using the Gradient Value
    • Conclusion
  • Creating Trees with Houdini
    • Introduction
    • Creating the Trunk
    • Creating the Leaves - Part 1
    • Creating the Leaves - Part 2
    • Adding Ambient Occlusion
    • Setting up LOD's with HEngine
    • Creating the Tree HDA
    • Baking our HDA to a Game Asset
    • Setting our LOD Screen Sizes
    • Unity Test
    • Conclusion
  • Scattering Trees onto Terrains
    • Introduction
    • Using the Height Field Scatter Node
    • Tree Prototype Attributes - Unity Only
    • Tree Instance Attributes - Unity Only
    • Tree Scatter HDA Parameters
    • Unreal Foliage HDA
    • Unreal Tree Instancing
    • Converting to Foliage Actor - Unreal Only
    • Conclusion
  • Creating Rocks with Houdini
    • Introduction
    • Creating a Set of Rocks
    • Creating the Rock HDA
    • Scattering Rocks - Unreal
    • Scattering Rocks - Unity
    • Unity Test
    • Conclusion
  • Creating Grass with Houdini
    • Introduction
    • Creating the Grass Clump
    • Rendering the Grass Clump
    • Scattering Detail Grass - Unity Only
    • Using the Grass Layer - Unreal Only
    • Conclusion
  • Building a Generic Object Placer Tool
    • Introduction
    • Setting up the HDA
    • Creating the Placement Points
    • Unity Test
    • Unreal Test
    • Conclusion
  • Creating a Perimeter Fence
    • Introduction
    • Setting up the HDA
    • Creating the Wall
    • Creating the Posts
    • Creating the Fence Geometry
    • Creating the Sign Geometry
    • Packing the Sign UV's
    • Creating the Materials
    • Unreal Test
    • Unity Test
    • Conclusion
  • Creating Procedurally generated Signs
    • Introduction
    • Quick Start to COP's
    • Creating Sign Stripes
    • Adding Text
    • Adding Noise
    • Exporting Textures
    • Texture Packing
    • Conclusion
  • Conclusion
    • Conclusion

Procedural Race Tracks - Houdini 17.5 and Houdini Engine

Procedural Race Tracks - Houdini 17.5 and Houdini Engine.part3.rar
Procedural Race Tracks - Houdini 17.5 and Houdini Engine.part2.rar
Procedural Race Tracks - Houdini 17.5 and Houdini Engine.part1.rar


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