Flagpole in Houdini Part 2 || Beginner tutorial
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- Опубліковано 6 лип 2024
- This video is the next part in making a procedural flagpole. Here we will build a simulation for the flag.
A base simulation with vellum will be shown. Vellum in Houdini is used for simulation cloth or rope or things like that.
With a few node we can make this simulation and further will be tweaking to find results you like.
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Part 1: • Model a Flagpole in Ho...
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Time stamps
00:00 intro
00:06 Prepare Geometry
02:27 Configure Cloth
03:10 Vellum solver
06:14 Finishing up
Nice touch with the Vellum solver :)
did it! Thank You, Simon!
Aos poucos vai que vai....
Your videos are great, keep it up!
Hey Simon, I don't know if you know this tip. @3:21 If you hold down the J key and draw from Node to Node, Houdini will automatically wire up the Nodes in one go.
Thanks for the tip.
I know it is there, I just always forget to use it :)
how can i export this flag to unreal engine? What do I need to export it to game engine and setup it on my scene in UE4? This animation of flag is baked to Alembic, or is using texture-vertex animation?
My main problem atm is a knowledge about syncing the houdini creations with game engines such unity or unreal engine
Alembic should work.
I might make a part 3 for exporting. There are a couple people asking about it
Export the geometry for the flag as alembic (Alembic ROP) and make sure the mode is transform (helps optimize it so it isn't assuming you're adding / removing points). Export the poll / unmoving geo separately then combine them in unreal. This animation shouldn't be too large - the only downside of alembic is the baked in frame rate + size.
Do you think it's worth learning to render things UE5 as an alternative to other renderers or nah?
If you need to make something for a game or real-time solution then Yes.
If you just need images or video as output then it is up to you what render to use.
@@simonhoudini5074 I suppose I was just curious if the UE5 video is good enough that the speed advantage combined with the advancement over UE4, makes it a more reasonable solution for indie projects as opposed to Redshift. I have no experience with Unreal at all, so I have no point of reference.
What are background assets - specifically trees - in outro scene?
Simon talked about it previously, video is at /watch?v=-lFiNB3xers
Indeed like Jikian said , I made a couple videos about the assets in the background. If you need more info on it Check out the Labs tree videos or the game jam tool kit there is a tree in there as well.
Thanks for the info. : )