Please add more tutorials for advanced users. For example an intro on how to write your own Python PDG node. Maybe how to write a Python node for a custom scheduler or maybe a custom xml output node.
@@pawpotsRS Well one of the main reasons is UE is heavier than Unity, so the results are fast. Try houdini engine for 3Ds Max, it's as fast as changing the sliders inside houdini.
Dear Robert or Houdini, I am using Houdini 18 on Mac. I follow this clips and all the procedures to build the city and building. Everything was fine until the last procedure cooking the ROP GEO output "create-building" 28:51. It crashed eyerytime. Is that the bugs on Houdini 18? Pls advice if anything i could do.
@@nictanghe98 I've been told there are also licensing issues. (that's all i was told) The following is my take: They would have to work out licensing for each console supported, and PC gamers typically don't want to have to install extra DRM with their games... so they would have to figure out how to include Houdini Engine with games Also, nobody wants to have an extra GB worth of bloat packaged with their games if all the features aren't being used... so, sidefx would have to figure out how to package engine with a game as a redistributable which only includes necessary components. (especially for console games) That brings up another point, which is right now, Engine just has to be compiled for PC, but if runtime support were to be enabled, that would require it to be compiled for any consoles which may be supported. It's not that all this stuff isn't do-able, but as you may know, sidefx is a fairly small company; so, maybe they just don't have enough employees to tackle this problem, at the moment... maybe it would require a bigger company (thinking of EA, Sony, or Epic) working on a bigger project for which they would like to use HEngine at runtime to "prime the pump" (so to speak)... or maybe indies could crowdfund a runtime bounty? haha it would (will) be sweet when they get around to it.
without due respect to Robert Magee; when yourself /Houdini youtuber goes blabber / blabber / blabber without a copy of the network and without a proper view of that network; without being able to make sense of any clips; the experience is hugely discouraging for the learner.
This is just for demo, so it's dumb easy. Houdini procedural model is unlimited and used everyday in Hollywood. for example this is my recent work, ua-cam.com/video/-pWUeS6CNeM/v-deo.html
folks gotta start somewhere, right? I think Mr Magee generally focuses on beginner level tutorials. I like his approach, because he dives in with advanced topics like PDG in beginner tutorials. This helps to increase the accessibility of Houdini, I think.
Please add more tutorials for advanced users. For example an intro on how to write your own Python PDG node. Maybe how to write a Python node for a custom scheduler or maybe a custom xml output node.
pls, upgrade your HE plugin for UE4, so it'd have the same amount of functionality as unity plugin
2 years now and the plugin for UE4 is still the same while in Unity is getting better and better.
@@pawpotsRS Well one of the main reasons is UE is heavier than Unity, so the results are fast. Try houdini engine for 3Ds Max, it's as fast as changing the sliders inside houdini.
Thanks Robert very helpfull
Magicians.
Do you guys have an ETA for UE4 and is it going to required the latest update on unreal ?
Where's the unreal love?
Dear Robert or Houdini, I am using Houdini 18 on Mac. I follow this clips and all the procedures to build the city and building. Everything was fine until the last procedure cooking the ROP GEO output "create-building" 28:51. It crashed eyerytime. Is that the bugs on Houdini 18? Pls advice if anything i could do.
Is there any way for HDAs to run/cook/evaluate while the game is running?
Room: "Could players use this in realtime?"
Robert: No.
Room: "Awww."
lol
@@jerricabenton842 they should fix a way to do it.
It would initiate Truly Games changing changes.
If the only issue is the one he's giving it's a bad excuse the hard work that doesn't need large filesizes could easily be done server side.
@@nictanghe98 I've been told there are also licensing issues. (that's all i was told)
The following is my take:
They would have to work out licensing for each console supported, and PC gamers typically don't want to have to install extra DRM with their games... so they would have to figure out how to include Houdini Engine with games
Also, nobody wants to have an extra GB worth of bloat packaged with their games if all the features aren't being used... so, sidefx would have to figure out how to package engine with a game as a redistributable which only includes necessary components. (especially for console games)
That brings up another point, which is right now, Engine just has to be compiled for PC, but if runtime support were to be enabled, that would require it to be compiled for any consoles which may be supported.
It's not that all this stuff isn't do-able, but as you may know, sidefx is a fairly small company; so, maybe they just don't have enough employees to tackle this problem, at the moment... maybe it would require a bigger company (thinking of EA, Sony, or Epic) working on a bigger project for which they would like to use HEngine at runtime to "prime the pump" (so to speak)... or maybe indies could crowdfund a runtime bounty? haha
it would (will) be sweet when they get around to it.
@@jerricabenton842 i c that there would be licensing issues if they allowed it client side i just don't c how those should exist if it was serverside.
without due respect to Robert Magee; when yourself /Houdini youtuber goes blabber / blabber / blabber without a copy of the network and without a proper view of that network; without being able to make sense of any clips; the experience is hugely discouraging for the learner.
these procedural models look very dumb. you target people that dont have any clue how to use array modifiers mostly.
lol. thats so renaud.
This is just for demo, so it's dumb easy. Houdini procedural model is unlimited and used everyday in Hollywood. for example this is my recent work, ua-cam.com/video/-pWUeS6CNeM/v-deo.html
folks gotta start somewhere, right? I think Mr Magee generally focuses on beginner level tutorials. I like his approach, because he dives in with advanced topics like PDG in beginner tutorials. This helps to increase the accessibility of Houdini, I think.