Blender To Houdini with Python, Creating custom tool!

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  • Опубліковано 2 жов 2024

КОМЕНТАРІ • 21

  • @simonhoudini5074
    @simonhoudini5074  Рік тому +12

    Next set of videos will be fully Houdini! Feel free to share ideas or topics

    • @Al1987ac
      @Al1987ac Рік тому

      Would be great to see some energy/liquid FX. Like Diablo health orb.

    • @sams_3d_stuff
      @sams_3d_stuff Рік тому +2

      Houdini HDA Handles for unreal.

    • @sams_3d_stuff
      @sams_3d_stuff Рік тому +1

      @@saoir28 hehe, sounds like a midjourney prompt.

  • @rodneygarcia2953
    @rodneygarcia2953 Рік тому +1

    This is really helpful! It really gives light on how to build a custom Blender to Houdini pipeline. Thank you very much for your work, Simon!

  • @musashidanmcgrath
    @musashidanmcgrath 2 місяці тому

    Hey mate, any plans to create the Houdini > Blender tutorial that you mentioned you might do if there was enough interest?

  • @carlosrivadulla8903
    @carlosrivadulla8903 Рік тому +10

    plasticity to houdini pls

    • @simonhoudini5074
      @simonhoudini5074  Рік тому

      ​Indeed, they sadly don't have a lot of documentation or API on the website

  • @noc2_art
    @noc2_art 11 місяців тому +1

    Hi There Simon. Thanx a mil for all your great tutorials, this one especially. I was wondering how I can take this further, like how can I update the geo sent to Houdini instead of launching a new Houdini session each time. Does that need to be handled on Houdini side inside the python script? Where in the docs will I need to refer to? Thanx once again 🤗

  • @carlherner9458
    @carlherner9458 Рік тому +2

    +1 on plasticity to houdini!

  • @chriswong225
    @chriswong225 Рік тому

    may i know is this possible to use houdini engine to to call houdini backend in blender? i wonder the attributes will keep or not, like blender assign a point attribute and the point attribute in houdini represent something, and houdini also sent the data back ( mesh) to blender with attributes. i think it can do by some method, but do not know is how difficult to pick up

  • @Tritoon710
    @Tritoon710 10 місяців тому

    Great, thank you.
    Is it possible to do this from Maya to Houdini?

  • @alexamos
    @alexamos Рік тому

    I want to take this idea and change it so that I can give the Blender code to an artist on the team and then I can create a listener in my Houdini instance that grabs the submitted FBX.

  • @arturobandini8164
    @arturobandini8164 Рік тому

    Is it working with exporting cameras?

    • @simonhoudini5074
      @simonhoudini5074  Рік тому

      I think that would be possible but by default like in the video it is not there. You can also use different file formats to export more data because fbx can be limiting

  • @awesomedata8973
    @awesomedata8973 Рік тому +1

    Thank you, Simon. This is great! You rock!
    As for ideas for another video -- I would really like an updated / more clear tutorial on how to use Houdini Engine to create buildings out of prefabs using Unity and/or the new Unreal Engine procedural workflow! -- That, or possibly how to use a free AI Language model inside Houdini!

    • @simonhoudini5074
      @simonhoudini5074  Рік тому +1

      Thanks! I have played around a bit with the new PCG and some openai API in Houdini. Both are pretty cool, would need to think of a cool project to show them off nicely

    • @awesomedata8973
      @awesomedata8973 Рік тому

      @@simonhoudini5074 Definitely looking forward to seeing what you'll do with it! -- I know building generation might not be fun for you, but perhaps a cartoon character generator using KineFX and PCG could be a nice tutorial? -- Like using Blender to sculpt parts of the character (i.e. head/clothes/hands) and painting a texture for the eyes/mouth using something like Stable Diffusion (i.e. Automatic1111) to ingest a random series of facial imagery it generates (i.e. anime-style), then bringing that all into Houdini to be combined and remeshed into a full rig with various proportions and facial details arranged with the sculpted heads having a mask indicating where the automatically-generated details go? -- KineFX isn't really talked about much, but I think it's very powerful and worth a moment in the sun, and Automatic1111 generating textures for use in Houdini would be a great place to start with AI, I think. Plus, Stable Diffusion is free. :)
      Just an idea. :)

  • @nicksushkevich
    @nicksushkevich Рік тому

    Hi, Simon! Will this work on M1 Mac?

    • @simonhoudini5074
      @simonhoudini5074  Рік тому

      I guess there will be parts of the code that need to be adjusted. I'm not that familiar with Houdini/Python on Mac

  • @marcofontan7416
    @marcofontan7416 Рік тому

    Awesome! Thank you very much.