Thanks everyone for watching the video! Something good to know is that in the game dev tool of Houdini they have included a house generator that you can get for free.
Controller is at 31:31. This is a dependency for much of the network, so some people (e.g., me) may want to build this earlier on in the tutorial so things work. Thank you, Simon, for creating this amazing video.
good stuff but very hard to follow when its already done. do you make these from scratch in videos by chance? showing from nothing to something in a clear video?
If anyone still gets internal lines after the blast using the bounding object, just duplicate that group node and pipe the line in from the very first fuse node and that should get rid of any stragglers.
i didnt know about pcconvex, I was doing it different, extuding spline, measure curvature, then transfer curvature from extruded mesh to spline. But I like my method more, because noticed you need to type different numbers in radius, depends on object size, and not very intuitive. Curvature is more reliable for all sizes, and distances between points, and don't need to adjust slider, and you can also have different ranges for curvatures (90 degree, 60 degree, 45 degree, etc)
I'm stuck on 5:50. The code for some reason doesn't run and generate the lines I need. Now it's not removing the inside edges. The only workaround is to not Delete the Geometry on the Add node, but that limits what my building can actually do. Also, what does the "Lenght" meter actually do and what parameter is it connected to? What's "ch/..lsystem3/stepinit"?
After messing around i found that you have to press the icon on the right of the place where write your code. It should look like a slider with a plus icon. Normally now you have the channel slider. To get the code in the lenght channel go to your lsystem from the beginning and copy the step size by pressing RMB and selecting copy parameter. Now go back to the node with the written code and copy it there by pressing the RMB and selecting paste relative reference
If anyone else is having an issue where the delete node isn't getting rid of all of the curveu==0.5, only some of them, do this: - In 'resample' enable the 'distance attribute', which should be 'ptdist'. - change the 'attribute transfer' to ptdist instead of curveu. - instead of the 'delete' node, use the 'attribute wrangle' and use this code: if (@ptdist > 0.2 && @ptdist < 0.3) { removepoint(0,@ptnum); }
the good thing about Houdini is that most assets are their own tutorial. You can step through nodes from start to finish to understand how it was made. The video overview explains some of the questions about "why" it was made a certain way. I recommend stepping through it start to finish while trying to set up your own network on the side in Houdini. If you need more basic Houdini instructions, I would check the sidefx website or Lynda.com's tutorials
@@reh.4919 you're right, there isn't one. But he does go through each node while showing the properties pane so its easy enough to follow along and recreate it. I've been following on the side as I'm learning Houdini as well.
This video is great. But I have a small doubt @5:55. I was using the same code as shown in the video but when executed it draws only one line. Can anyone please help?
What parameter of the controller is the window_pos "cutoff" channel referring to? It says param3, which would seem to be the number of generations in the L system but it doesn't seem right. window_pos at 15:49 and controller at 31:37
I'm having trouble with the normals in the corners. When the grids fuse together @11:06 the nornals don't always average together in the correct direction for some reason and some of the interior corner pieces faces the wrong way.. Is there anything I'm missing, I've struggled with this part before and I want to finish this. Thanks!
Super interesting tut, thanks for sharing! I just have a question: how would the process be affected if I wanted to apply modules into rounded corner buildings?
Thanks! Having rounded corners like this imgur.com/a/F1CKt2x . This would make the tool a bit more complex, you will need to filter out the rounded area and then copy your modular models on it. But if your corner is not always 90 degrees then you would probably make an unique rounded corner piece that fits there. Also Check out the Sidefx Labs building tool this can be useful as well.
Fuse is no longer the same .. im stuck here 4:28 i get a odd angles slight messs that looks like a claw hammer instead of 2 boxes, and way to get help?
Hey Simon. Love the tutorial. Really well explained, with a dose of self learning :) I have stumbled upon a problem following your tutorial. Since I am using 18.0.391 build, the fuse node is different, and in several places I am getting different results for no apparent reasons. I've re - watched it a couple of times and I still can't find the mistake I am (obviously) making, except the difference in fuse node. Is there any possibility to further discuss this with you? If not thank you anyway for this awesome tutorial :)
Thanks! Settings you could play around with in the fuse are - output positions, try different types -disable remove repeated vertices... -disable recompute normal This should give same results.
I had a problem with using the Fuse node in 18.5 to remove the duplicate points for setting up the correctly-oriented normals for the corner points. After some serious head scratching, I got all the corner normals facing correctly (pointing in at the center of the associated grid square) by swapping the Fuse node with a Facet node and setting the "Consolidate" option to "Consolidate Points Slow". Seems like that does the same thing as the consolidate selection on the older Fuse node. Hope this helps (somebody)!
The video shows the Houdini setup behind the buildings and how to get procedural variations. The tool uses your modular models so you decide how the visuals look.
How do you procede to texture all of the building? With the plants, trashcans, fences etc. do you unwrap them withing houdini (also procedural) or do you export the model to etc. maya and then unwrap and texture?
The building is made out of modular models (like pre made walls, doors,... ). You make the modular set in the software you want and then with houdini you can use them for the copy to points. This is how this tool is working.
Hey, nice to see you like the video. For modelling I'm not sure yet if I will do a tutorial on it. There are some good videos about that out there but personally I learned some basics by looking in the modelling shelftools and clicking them and see how you can use it.
Merci pour cette vidéo utile. Pourriez-vous s'il vous plaît me dire quel est le code vex pour obtenir le coin de points à 29 minutes 40 en attribut wrangle? Le code vex n'est pas mentionné dans la vidéo et je ne le trouve pas :(
Thanks everyone for watching the video!
Something good to know is that in the game dev tool of Houdini they have included a house generator that you can get for free.
How can I get the house generator from the gamedev tools ? I can't seem to find it anywhere.
@@nolram you will find it in the Sidefx Labs tools.
@@simonhoudini5074 Yeah I found it, wasn't what I expected but thanks for the answer !
do you have house or building generators that you sell I will buy them?? thanks much man really appreciate what you do
Controller is at 31:31. This is a dependency for much of the network, so some people (e.g., me) may want to build this earlier on in the tutorial so things work. Thank you, Simon, for creating this amazing video.
Houdini is insane! I have to learn this. It's so powerful.
Quick tip: To remove edges in the center, you can use a Divide sop with "Remove Shared Edges" checked ;)
@Hagop D This is so strange but that isn't affecting the points at all, and I use that trick all the time. For some reason... nothing.
have never worked with houdini but your really nice video makes me want to try it out. thank you for sharing - thats the spirit !
Houdini Apprentice is free, I suggest checking it out!
good stuff but very hard to follow when its already done. do you make these from scratch in videos by chance? showing from nothing to something in a clear video?
If anyone still gets internal lines after the blast using the bounding object, just duplicate that group node and pipe the line in from the very first fuse node and that should get rid of any stragglers.
Increasing the step size on the L-system to 1 worked for me.
i didnt know about pcconvex, I was doing it different, extuding spline, measure curvature, then transfer curvature from extruded mesh to spline.
But I like my method more, because noticed you need to type different numbers in radius, depends on object size, and not very intuitive. Curvature is more reliable for all sizes, and distances between points, and don't need to adjust slider, and you can also have different ranges for curvatures (90 degree, 60 degree, 45 degree, etc)
Sharing knowledge is really appreciated. Thanks friend 👍👍👍
Would love to see this updated and a workflow to integrate a whole street / scene into UE5 :)
thanks Simon for this great overview of your tool
WOW! Very nice stuff here! Now I following you and like this. Any way, keep going!
I'm stuck on 5:50.
The code for some reason doesn't run and generate the lines I need. Now it's not removing the inside edges.
The only workaround is to not Delete the Geometry on the Add node, but that limits what my building can actually do.
Also, what does the "Lenght" meter actually do and what parameter is it connected to? What's "ch/..lsystem3/stepinit"?
After messing around i found that you have to press the icon on the right of the place where write your code. It should look like a slider with a plus icon. Normally now you have the channel slider. To get the code in the lenght channel go to your lsystem from the beginning and copy the step size by pressing RMB and selecting copy parameter. Now go back to the node with the written code and copy it there by pressing the RMB and selecting paste relative reference
@@wardulenaers Wow thanks!
Love Ur content please upload more videos (houdini)
If anyone else is having an issue where the delete node isn't getting rid of all of the curveu==0.5, only some of them, do this:
- In 'resample' enable the 'distance attribute', which should be 'ptdist'.
- change the 'attribute transfer' to ptdist instead of curveu.
- instead of the 'delete' node, use the 'attribute wrangle' and use this code:
if (@ptdist > 0.2 && @ptdist < 0.3)
{
removepoint(0,@ptnum);
}
great tutorial!!
is there a way of randomly generating internal walls as well?
I think this is awesome, but it seems more like a quick overview than a tutorial.
the good thing about Houdini is that most assets are their own tutorial. You can step through nodes from start to finish to understand how it was made. The video overview explains some of the questions about "why" it was made a certain way.
I recommend stepping through it start to finish while trying to set up your own network on the side in Houdini.
If you need more basic Houdini instructions, I would check the sidefx website or Lynda.com's tutorials
@@psykoj Sorry, I didn't see a link to an HDA in the description.
@@reh.4919 you're right, there isn't one. But he does go through each node while showing the properties pane so its easy enough to follow along and recreate it. I've been following on the side as I'm learning Houdini as well.
sidefx website has old info on tutorials or have to pay money to learn 4500$ software@@psykoj
@@worldofgaming5072 Not true
Hey thanks again for the tutorial!
I'm wondering what did you do to get to control your wall width?
Thank you! Learned a few tricks :)
learned so much from this ,thx a lot
The vex for pcconvex if you want to copy paste
pcopen(0, "p", @P, ch("radius"), 10);
//Calculate 2D projected covex hull of point cloud
float pcconvex = pcconvex(0, "p", @N);
if( pcconvex < 1)
{
removepoint(0, @ptnum);
}
Great tutorial! THX Man!!!
Notes: press control and click lsystem in the center to bring up the panel for the geometry
This video is great. But I have a small doubt @5:55. I was using the same code as shown in the video but when executed it draws only one line. Can anyone please help?
1 year late but I'm experiencing the same problem
Awesome! Thanks for sharing!!
Looking awesome.
Do you mind sharing the VEX code or even better the hip file?
If you figure it out you'll learn better :)
What parameter of the controller is the window_pos "cutoff" channel referring to? It says param3, which would seem to be the number of generations in the L system but it doesn't seem right. window_pos at 15:49 and controller at 31:37
I'm having trouble with the normals in the corners. When the grids fuse together @11:06 the nornals don't always average together in the correct direction for some reason and some of the interior corner pieces faces the wrong way.. Is there anything I'm missing, I've struggled with this part before and I want to finish this. Thanks!
It might be the new fuse node, try change different parameters in there.
Dit you find a solution? I seem to have the same problem for all my seeds and I haven't been able to make it work
Notes: in geometry set the seed under geometry to 53 to match the tutorial
Notes: set the lsystem geometry under values to 90
are the tutorial files available my lines all over the place and i didnt find anything like this?
Super interesting tut, thanks for sharing! I just have a question: how would the process be affected if I wanted to apply modules into rounded corner buildings?
Thanks! Having rounded corners like this imgur.com/a/F1CKt2x . This would make the tool a bit more complex, you will need to filter out the rounded area and then copy your modular models on it. But if your corner is not always 90 degrees then you would probably make an unique rounded corner piece that fits there. Also Check out the Sidefx Labs building tool this can be useful as well.
@@simonhoudini5074 Cool, thanks again :)
Very cool, will you give a feel to the scene?
Fuse is no longer the same .. im stuck here 4:28 i get a odd angles slight messs that looks like a claw hammer instead of 2 boxes, and way to get help?
Hey Simon. Love the tutorial. Really well explained, with a dose of self learning :) I have stumbled upon a problem following your tutorial. Since I am using 18.0.391 build, the fuse node is different, and in several places I am getting different results for no apparent reasons. I've re - watched it a couple of times and I still can't find the mistake I am (obviously) making, except the difference in fuse node. Is there any possibility to further discuss this with you? If not thank you anyway for this awesome tutorial :)
Thanks! Settings you could play around with in the fuse are
- output positions, try different types
-disable remove repeated vertices...
-disable recompute normal
This should give same results.
@@simonhoudini5074 Thanks for the response. I will give it a shot :)
@@jankobananko Did you find a solution? Can't seem to make it work either.
@@wardulenaers Not really... I couldn't figure out why it returns a wrong value sometimes.
I had a problem with using the Fuse node in 18.5 to remove the duplicate points for setting up the correctly-oriented normals for the corner points. After some serious head scratching, I got all the corner normals facing correctly (pointing in at the center of the associated grid square) by swapping the Fuse node with a Facet node and setting the "Consolidate" option to "Consolidate Points Slow". Seems like that does the same thing as the consolidate selection on the older Fuse node. Hope this helps (somebody)!
Will results like the ones seen on the first preview image of this video be achievable, or will the tutorial mostly be focusing on simpler buildings?
The video shows the Houdini setup behind the buildings and how to get procedural variations. The tool uses your modular models so you decide how the visuals look.
@@simonhoudini5074 Thanks for the fast reply!
Hey how do you change the shape of the curve and the seed value?
That is what the L-system is doing.
Look at 3:20
@@simonhoudini5074 thanks! I kinda missed it
How do you procede to texture all of the building? With the plants, trashcans, fences etc. do you unwrap them withing houdini (also procedural) or do you export the model to etc. maya and then unwrap and texture?
The building is made out of modular models (like pre made walls, doors,... ). You make the modular set in the software you want and then with houdini you can use them for the copy to points. This is how this tool is working.
Awesome video can i also export the stuff to ue4 ?
You either export the house with fbx or you build an hda and open this hda with the plugin in ue4 (need a licence for this)
Hello great tutorial. Can you make a tutorial on how u model this building? Or link me one similar? Thanks
Hey, nice to see you like the video. For modelling I'm not sure yet if I will do a tutorial on it. There are some good videos about that out there but personally I learned some basics by looking in the modelling shelftools and clicking them and see how you can use it.
Silly question, but how do you get the floating properties window without going fullscreen on the network?
Pressing the "P" key in the node network will show the menu.
@@simonhoudini5074 WOO! Thank you so much, haven't been able to find that documentation anywhere...
great
Merci pour cette vidéo utile. Pourriez-vous s'il vous plaît me dire quel est le code vex pour obtenir le coin de points à 29 minutes 40 en attribut wrangle? Le code vex n'est pas mentionné dans la vidéo et je ne le trouve pas :(
The wrangle has a line a code that is pushing the points of the geometry along the normal.
And it looks like this: @P += @N * ch("push")
@@simonhoudini5074 Thank you very much !
is this version 17.5?
very nice? thk
yeeee
as a new houdini user... this taught me very little. More of an overview or recap then a tutorial.
Then start at a noob tutorial. This is a great vid.
hip file can be paid by we chat pay will be nice