jesus christ.. guess ill have to learn houdini now as well.. the tech is advancing so fast i cant keep up! think im ditching 3d modeling for photogrammetry + houdini.. its where the future is of hyper realism i think. Shader graphs are making it way more accessible for non shader coders like myself to get in. Great video! PhD in 3d graphics starts next week so think i need to push through as many tutorials as i can
I was really excited when I saw this, but I got to the end and while this was good information, I am extremely disappointed that there was no demonstration of what was in the 18.5 preview videos or keynote. I was very excited to see how to do precisely what was in those videos with Timeline and particles between Houdini and Unity but there are no samples/examples, or tutorials on it. I don't even need someone to make a full tutorial or anything, I simply want someone to share the Unity/Houdini files from that video demonstration I can figure it out from there, I just want to do exactly what you guys were showing there. Thanks, -MH
Hi, this recording was done quite a while before the Keynote. The files you're referring to did not even exist at that time. Its just only now getting uploaded. If you would like to see those files getting added to the Content Library (www.sidefx.com/contentlibrary/), please send support@sidefx.com an email with your request.
This workflow is actually two different ways of using Unity for handling FX while Houdini handles geometry, vertex color attributes, and UX -- but not much else. WORKFLOW A) Using normal geometry to define particle direction and lifetime over the duration of the slice (possibly using color gradients) by assigning the geometry to a standard Unity particle system (i.e. no Houdini magic aside from being able to easily reshape the geometry via curve) with geometry as the spawn point for particles. WORKFLOW B) Using an emissive shader (with a vertex color gradient on a flat piece of geometry whose attributes are transferred to the lightning geometry) that sets opacity and emissiveness on the lightning geometry over time based on vertex coloring across the flat geometry "path" and applies that vertex gradient to the thunderbolts (generated along a curve by using an L system) so they may fade in/out emissiveness then opacity alongside the animation. This is mostly shader magic -- Houdini helps by translating a basic curve path's geometry's vertex color gradient to the L system's lightning geometry as vertex coloring. The shader handles the rest. This is just my take -- Hopefully this helps! :)
It Will much more sense to make houdini engine for unity functionable for production use without a session sync. The current implementation is too much limited and doesn't received enough support im afraid to say, you pretty much have to jump into the HDK redo much which not every studio could afford to. My env artist doesn't know houdini, and we can affor a houdini license and houdine engine license for each, session sync is not really an answer, it's just a workaround , and here used to hide limitation.. Please add more support to Houdini engine for Unity (and Unreal)
The one thing that bugs me a bit is the materials. What system should I use to bring textures/materials from Houdini to Unity? Can I automatically have Substance materials get exported/imported between Houdini and Unity?
Thank you so much for unity tutorials. Love you guys.
Very nice presentation! Makes me rethink how I should build game environments going forward. Thanks for sharing!
jesus christ.. guess ill have to learn houdini now as well.. the tech is advancing so fast i cant keep up! think im ditching 3d modeling for photogrammetry + houdini.. its where the future is of hyper realism i think. Shader graphs are making it way more accessible for non shader coders like myself to get in. Great video! PhD in 3d graphics starts next week so think i need to push through as many tutorials as i can
Finally some Unity love!!!!!!! Thanks guys
Awesome presentation Paul! Thanks
Wow This is awesome, When I grow up I want to be like you guys.
A lot of the beginning BOILER plate stuff could be avoided if the software was better done.
But this looks promising!
The codex marvel comics dc comics the professor red nano goggles black nano suit
The codex marvel comics dc comics the professor red nano goggles black nano suit
The codex marvel comics dc comics the professor red nano goggles black nano suit🎯
wow: i didnt knew that theres vertex paint in houdini!!! that is absolutely awesome!!!!
Ok, i'm super excited now ! thanks Paul ! I hope we gonna have the same connexion with Unreal one day
ua-cam.com/video/LHFN8ccf_8o/v-deo.html ?
Holy Shit!Will Houdini Engine support HDRP better in future??
this shit is too good, ima get into it. cant wait to let maya behind for ssome procedural stuff
I was really excited when I saw this, but I got to the end and while this was good information, I am extremely disappointed that there was no demonstration of what was in the 18.5 preview videos or keynote. I was very excited to see how to do precisely what was in those videos with Timeline and particles between Houdini and Unity but there are no samples/examples, or tutorials on it. I don't even need someone to make a full tutorial or anything, I simply want someone to share the Unity/Houdini files from that video demonstration I can figure it out from there, I just want to do exactly what you guys were showing there.
Thanks,
-MH
Hi, this recording was done quite a while before the Keynote. The files you're referring to did not even exist at that time. Its just only now getting uploaded. If you would like to see those files getting added to the Content Library (www.sidefx.com/contentlibrary/), please send support@sidefx.com an email with your request.
Where did you see anything related to Unity in the keynote? I wanted but didn't recall and I just checked and can't find either
@@workflowinmind It's quite easy to miss: ua-cam.com/video/zMrvCWy85xM/v-deo.html
My bad it's at 1:21:30 in the keynote
This workflow is actually two different ways of using Unity for handling FX while Houdini handles geometry, vertex color attributes, and UX -- but not much else.
WORKFLOW A) Using normal geometry to define particle direction and lifetime over the duration of the slice (possibly using color gradients) by assigning the geometry to a standard Unity particle system (i.e. no Houdini magic aside from being able to easily reshape the geometry via curve) with geometry as the spawn point for particles.
WORKFLOW B) Using an emissive shader (with a vertex color gradient on a flat piece of geometry whose attributes are transferred to the lightning geometry) that sets opacity and emissiveness on the lightning geometry over time based on vertex coloring across the flat geometry "path" and applies that vertex gradient to the thunderbolts (generated along a curve by using an L system) so they may fade in/out emissiveness then opacity alongside the animation. This is mostly shader magic -- Houdini helps by translating a basic curve path's geometry's vertex color gradient to the L system's lightning geometry as vertex coloring. The shader handles the rest.
This is just my take -- Hopefully this helps! :)
Fantastic Paul! Thanks for this.
best one so far love it
Speaking of workflow, could it be used to generate procedural towns? Like a village with a marketplace and a certain logic that make sense
It Will much more sense to make houdini engine for unity functionable for production use without a session sync. The current implementation is too much limited and doesn't received enough support im afraid to say, you pretty much have to jump into the HDK redo much which not every studio could afford to.
My env artist doesn't know houdini, and we can affor a houdini license and houdine engine license for each, session sync is not really an answer, it's just a workaround , and here used to hide limitation.. Please add more support to Houdini engine for Unity (and Unreal)
So Unreal HE v2 is not here yet, right?
Very cool!!
Can I work the same way with UE4 and Houdini?
@@niccolotemperanza3450 Thanks! Do you know if I can make directly changes inside of Houdini like in 5:33 ?
what do you hit to set to display mode in 6.55 to paint?
You can press Enter in the viewport after selecting a node. This will enable the "state" for a tool.
@@paulambrosiussen thx a lot!
The one thing that bugs me a bit is the materials. What system should I use to bring textures/materials from Houdini to Unity? Can I automatically have Substance materials get exported/imported between Houdini and Unity?
21:07 mapbox epic just google maps that shit and kablam epic heightmapp.
22:16 Auto Uv map and texture map.
UNITY
unnecessary complicated !
This was used by Brackys
Yea. No.
I never said he used "HOUDINI" but ok 🙄
Is Brackeys infected by the Covid-19? died? what happened to him?
@@UnityGamer2077 are you stupid? "Died".............
What?!
@@UnityGamer2077 He left game dev to experience the outer life