EXACTLY WHAT I NEEDED! Thank you so much!! All the other tutorials are either waaaaayyy too complicated, skip over vital information/nodes, use premade models, etc. And there is a surprising lack of tutorials over this particular topic. I have an assignment that is 10% of my grade over this stuff due tomorrow. I can't thank you enough for saving my butt. Absolutely wonderful!
Thanks a lot for your tutorials and efforts. I guess the only 2 things I would do differently, though I am sure you are aware of that... And I know you are just showing a great technique... 1- I would transform the second floor and the roof with a bbox to the first floor... So it will always stay procedural if one decides to do higher floors. 2- for copying the windows to the mid points... I would have used a for each prim... And simply add a fuse with a high fuse number. Again, just an opinion to make it more procedural. Thanks again for the tutorial.. Looking forward towards your next one.
This is great, I would definitely recommend working on your network layout to be cleaner though, it would make it much easier to follow, amazing content either way !
Amazing content! You have done some great work. Loved it. This inspires me to think about how can roads be procedurally made between the houses. Have you done something on that ?
I only watched half the video, and it's great so far! But when you use the transform node so for example the roof will sit on the top of the house, why not to put in the Y Axis value the referenced Maximum [Y] Bounding box of the second floor? and also for other elements, why not use bounding box expression? it makes it procedural
I'm glad you are enjoying it! And you are absolutely correct, that would be much better! :) A big part why I miss things like that is because when I make these its based on me just working on my personal projects which makes for good tutorial content as its a real use case, then a lot of the time the brain is usually more set on trying to figure out what to make then how to best make it. (or some mix between the two) These comments will help me later make a part 2 which can be improved and expended in the future! :)
@@tomklejne3916 Hey Tom, thanks for the answer! I'm still a beginner in Houdini, i just wanted to know if using bounding box is common or not. Your content is great! Did this tutorial and studied a lot!
Hello! Very good tutorial for beginners. I'm wondering can we use somehow points number of the node "copytopoints" as random function instead frame number? Thank you for the tutorial again and I hope this method will work.
Followed all the steps and whenever I play the frames to see it being randomly generated, nothing seems to happen. The primitive numbers dont even change after the few first steps. Dunno what I've done wrong. Could if this is outdated or something
It's not outdated as I just looked again, the most important part is to make sure you are on points or primitives when you are supposed too be, the sort node works on both points and primitives depending where you put the data in, but its just setting to a random and the $F in seed will give it a unique seed, if the seed is unique it has to change the point numbers, its a fact of how random works in Houdini, I don't see that ever changing.
Something went wrong with one of the rand seeds then, you'll have to trace it up till you find the problem, this is why having the random seeds in keyframes are good because you can just go up in the nodes and check the timeline to see where it starts to be less random. Rand by default goes between 0 and 1, if the seed for some reason is an integer instead of a float, it will be just 2 values because integer doesn't have decimal points
yes, I kept it simple as its easier to teach something simple, but its only a matter of time till I make a part 2 to this and make it more detailed. :) I also want to make it a bit more node efficient to help that, but for now if you simply add your procedural pieces such as windows into this system it will look better then the basic geometry I used for this, I kept that out just to keep the nodes from looking too busy.
Think of it as a trick that is used to quickly preview different random seeds of your model, the timeline is simply a good slider that is otherwise going to waste if you aren't at an animation stage yet, why not use it to see how your random looks until you finish the model, after that you can remove the keyframe connection.
EXACTLY WHAT I NEEDED! Thank you so much!! All the other tutorials are either waaaaayyy too complicated, skip over vital information/nodes, use premade models, etc. And there is a surprising lack of tutorials over this particular topic. I have an assignment that is 10% of my grade over this stuff due tomorrow. I can't thank you enough for saving my butt. Absolutely wonderful!
fascinating to always think in a procedural way. Learning how to build generators is impossible with such an approach. Thanks
Hard but not impossible.
Thanks a lot for your tutorials and efforts.
I guess the only 2 things I would do differently, though I am sure you are aware of that... And I know you are just showing a great technique...
1- I would transform the second floor and the roof with a bbox to the first floor... So it will always stay procedural if one decides to do higher floors.
2- for copying the windows to the mid points... I would have used a for each prim... And simply add a fuse with a high fuse number.
Again, just an opinion to make it more procedural.
Thanks again for the tutorial.. Looking forward towards your next one.
Wonderful suggestions! thank you :D
Perfect tutorial for getting into procedural generation! thanks a lot! :D
Thank you! Great tutorial.
Amazing tutorial, hats off to you bro! looking forward more content and tuts!
Nice tutoreal,thank you brother,keep it up and make new video also
This is great, I would definitely recommend working on your network layout to be cleaner though, it would make it much easier to follow, amazing content either way !
Thank you! and I completely agree! :)
thanks! was very easy to follow along and understand
Thank you so much for this tutorial...😇
hey friend, you made my day!)
Didn't know black magic was allowed on youtube... ;) Great works and thanks for the video
Amazing content! You have done some great work. Loved it. This inspires me to think about how can roads be procedurally made between the houses. Have you done something on that ?
Thank you! :) I have not done roads with the homes, I need to start a new personal project to explore that! Perhaps I'll do some more this fall!
Ok sounds exciting. Hey, how can I connect with you over a discussion? Do you have an ig or a Facebook?
Thanks Tom
I only watched half the video, and it's great so far!
But when you use the transform node so for example the roof will sit on the top of the house, why not to put in the Y Axis value the referenced Maximum [Y] Bounding box of the second floor? and also for other elements, why not use bounding box expression? it makes it procedural
I'm glad you are enjoying it!
And you are absolutely correct, that would be much better! :)
A big part why I miss things like that is because when I make these its based on me just working on my personal projects which makes for good tutorial content as its a real use case, then a lot of the time the brain is usually more set on trying to figure out what to make then how to best make it. (or some mix between the two)
These comments will help me later make a part 2 which can be improved and expended in the future! :)
@@tomklejne3916 Hey Tom, thanks for the answer! I'm still a beginner in Houdini, i just wanted to know if using bounding box is common or not. Your content is great! Did this tutorial and studied a lot!
Hello!
Very good tutorial for beginners. I'm wondering can we use somehow points number of the node "copytopoints" as random function instead frame number? Thank you for the tutorial again and I hope this method will work.
Hey, it's a good idea, I feel that should also work, concept sounds good.
Thanks..
Followed all the steps and whenever I play the frames to see it being randomly generated, nothing seems to happen. The primitive numbers dont even change after the few first steps. Dunno what I've done wrong. Could if this is outdated or something
It's not outdated as I just looked again, the most important part is to make sure you are on points or primitives when you are supposed too be, the sort node works on both points and primitives depending where you put the data in, but its just setting to a random and the $F in seed will give it a unique seed, if the seed is unique it has to change the point numbers, its a fact of how random works in Houdini, I don't see that ever changing.
From around 14:00 and 22:58 you start doing stuff really quickly without mentioning what you are doing ...
my houses are only being randomized by two values just switching between two designs
Something went wrong with one of the rand seeds then, you'll have to trace it up till you find the problem, this is why having the random seeds in keyframes are good because you can just go up in the nodes and check the timeline to see where it starts to be less random.
Rand by default goes between 0 and 1, if the seed for some reason is an integer instead of a float, it will be just 2 values because integer doesn't have decimal points
Can you make it more detailed
yes, I kept it simple as its easier to teach something simple, but its only a matter of time till I make a part 2 to this and make it more detailed. :)
I also want to make it a bit more node efficient to help that, but for now if you simply add your procedural pieces such as windows into this system it will look better then the basic geometry I used for this, I kept that out just to keep the nodes from looking too busy.
why would you even key frame this?
Think of it as a trick that is used to quickly preview different random seeds of your model, the timeline is simply a good slider that is otherwise going to waste if you aren't at an animation stage yet, why not use it to see how your random looks until you finish the model, after that you can remove the keyframe connection.