awesome. Thank you Simon. True next gen would be if Nanite supports WPO/Animation/Opacity. That would be a gamechanger. Imagine the detailed forests/foliage :O
@7:00 in that for each loop you can skip the bound and convert, and simply use a sphere node set to polygon as it will automatically use the bound as it's size and centroid position. Saves you a few nodes and clicks.
Just as I'm reaching the point of my understanding of Houdini, I'm thinking to myself "Oh he's going to use 'X' or 'Y'" But no, each time I get sucked through some vortex and my Houdini world gets turned upside down and I once again find myself saying out lout "Holy crap, that's so cool!" Thank you so much once again Simon, this looks amazing. I never really looked at the Houdini tree nodes before with much interest, you have changed my perspective on the matter.
It’s pointless adding crazy amount of polygons for this kind of stuff while the same can be closely approximated by the traditional method. Not everyone has RTX Nvidia super card and it won’t be mainstream in a couple of years. Especially for mobiles, whose GPU is 10 years behind PC.
But you don't need to have an RTX card for nanite. I think you misunderstand the nanite tech "just slightly" :) It allows for lower level systems to render higher fidelity meshes. The major concern for nanite is "how well can your system stream data" and that comes down not only to the gpu, but also to the motherboard, harddrive read speeds and so on :)
Cheers Simon, very interesting as always, I'm doing some Houdini to Unreal experiments also and nanite really opens so many new workflow possibilities. Looking forward to updates on your next gen journey 👍
awesome. Thank you Simon. True next gen would be if Nanite supports WPO/Animation/Opacity. That would be a gamechanger. Imagine the detailed forests/foliage :O
Hey Simon, can you post more videos (like the knife modeling one) about your voxel workflow? Thanks for the tutorial.
@7:00 in that for each loop you can skip the bound and convert, and simply use a sphere node set to polygon as it will automatically use the bound as it's size and centroid position. Saves you a few nodes and clicks.
Just as I'm reaching the point of my understanding of Houdini, I'm thinking to myself "Oh he's going to use 'X' or 'Y'" But no, each time I get sucked through some vortex and my Houdini world gets turned upside down and I once again find myself saying out lout "Holy crap, that's so cool!" Thank you so much once again Simon, this looks amazing. I never really looked at the Houdini tree nodes before with much interest, you have changed my perspective on the matter.
Haha, awesome! Houdini has so many different approaches to make something, that makes it very interesting into looking how other people make things
It’s pointless adding crazy amount of polygons for this kind of stuff while the same can be closely approximated by the traditional method. Not everyone has RTX Nvidia super card and it won’t be mainstream in a couple of years. Especially for mobiles, whose GPU is 10 years behind PC.
But you don't need to have an RTX card for nanite. I think you misunderstand the nanite tech "just slightly" :) It allows for lower level systems to render higher fidelity meshes. The major concern for nanite is "how well can your system stream data" and that comes down not only to the gpu, but also to the motherboard, harddrive read speeds and so on :)
Cheers Simon, very interesting as always, I'm doing some Houdini to Unreal experiments also and nanite really opens so many new workflow possibilities. Looking forward to updates on your next gen journey 👍
May I ask for your PC specs?
hello how to install houdini engine to UE5
Hey Simon, I don't know if you know this but on the ROP fbx export you have the option to correct the scale. You don't need the transform node.
Hey, thanks! I didn’t know about it :)
100th like
thanks for sharing this!