Houdini Rock Generator Tutorial - Generate Photorealistic Rocks for Games or Film

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  • Опубліковано 8 кві 2023
  • Topic: Procedural Asset Generators, Asset Generation, Game Assets
    This video tutorial goes over step by step how to create a Rock Generator in Houdini with a simple and easy approach. This will give you the basic skills to approach and create more complex asset generation as well. These generated assets are exported for use in both Film/VFX and Games/Unreal. The workflow is covered from start to finish.
    Patreon:
    / renderbucket
    Discord:
    / discord
    Tags:
    Asset Generation, Rock Generator, Unity, Unreal Engine, Level Design, Environment Creation, Houdini, Blender, Texture Baking, Photorealistic Rocks, Houdini Tutorial

КОМЕНТАРІ • 10

  • @castroartviz3217
    @castroartviz3217 29 днів тому

    Excelent video!! Gave me awesome insights in my first contact with Houdini!

  • @drunkenant7319
    @drunkenant7319 11 місяців тому

    great tutorial. thanks

  • @hakeemadam955
    @hakeemadam955 Рік тому +2

    Looking forward to more houdini content, maybe for unreal as well. Thanks for sharing!

  • @carlosrivadulla8903
    @carlosrivadulla8903 Рік тому

    man, you won the internet this week

  • @burgerringsarenice
    @burgerringsarenice Рік тому

    thanks for this sweet tutorial. i would love to see some more in-depth processes for generating interesting rock shapes, for use as base meshes to sculpt or displace. im sure theres plenty of ways to go about it in houdini but im a noob in the software at this point.

  • @cmds.learning7426
    @cmds.learning7426 Рік тому

    COOL

  • @666nevermore
    @666nevermore Рік тому

    I have a huge landscape I’m procedurally filling. Would have been awesome to find some form of scattering of these random rocks, I mean when a rock gets generated it gets randomized by the parameters u shown and then it gets scattered in the landscape via the various methods like procedural foliage or static maps idk really

    • @Icefall3D
      @Icefall3D 9 місяців тому +1

      Its usually pretty unoptimized to do a new variant per scattered instance. It just isnt necessary for the most part. The way you'd approach this is use the videos method to create a kit of cascading sized rocks then scatter those. So 8 cliffs, 8 boulders, 8 rocks, 8 stones, etc. It offers you better shape control and art direction. It also saves on computation, pipeline, and render time to make a reusable kit.
      For scattering there are several available options in Houdini and tons of tutorials on it! Happy arting and hope your landscape works out well!

  • @user-pv6pn5lq2i
    @user-pv6pn5lq2i 2 місяці тому

    how can we create this material in unreal engine ? Please help for tutorial. thanks so much for your help

  • @wallacesousuke1433
    @wallacesousuke1433 2 місяці тому

    As an aspiring solo game dev, I'm still not sure if I should spend time learning Houdini, it's powerful yes but too complicated (as well as being another subscription to pay for lol), especially when UE5 already has Megascans... oh well I need to focus on as fewer DCC's as possible