Houdini Games Workshop - Advanced Road Editing using Houdini & SideFX Labs

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  • Опубліковано 23 сер 2024

КОМЕНТАРІ • 24

  • @ideallyyours
    @ideallyyours 2 роки тому +4

    You're a wizard, Erwin. Thanks for sharing your extremely detailed technical insight and explanation of how these tools work.

  • @furyodev1842
    @furyodev1842 2 роки тому +1

    This is the best channel for Houdini stuff, I can't believe I've been watching so many materials on modeling with Houdini and that YT recommended this channel to me only yesterday. Keep up the good work my man

  • @kamazooliy
    @kamazooliy 2 роки тому +1

    Thank You for sharing your in-depth and valuable knowledge Erwin. Especially how you breakdown the problem, current non-solutions and how you got to the new solution.

  • @dreamforgemediaec
    @dreamforgemediaec 2 роки тому +4

    Great content, technically detailed.

  • @zhaoze6054
    @zhaoze6054 2 роки тому +1

    Very good! Thank you!

  • @RoBiker
    @RoBiker 2 роки тому +1

    Thank you!

  • @KnownTheRanger
    @KnownTheRanger 2 роки тому +2

    Absolutely amazing! Any chance we could get a tutorial/ more info on the intersections system at the end, they meet the different sized roads so neatly and consistently :) Nonetheless thank you so much for sharing this knowledge.

    • @EHoudiniAcademy
      @EHoudiniAcademy  2 роки тому +2

      Maybe at some point, it could be a Patron Livestream or short tutorial series.
      But, I'd have to make a separate project for this first.

    • @mattbarkerart
      @mattbarkerart Рік тому

      @@EHoudiniAcademy I would def pay patreon for this also. Yrying to autogen road networks from osm data, always getting stuck on intersections.
      great talk btw thanks.

  • @sams_3d_stuff
    @sams_3d_stuff Рік тому

    Thank you so much!!

  • @papermartin879
    @papermartin879 Рік тому

    do you have any pointers on how to generate the terrain stamps for the roads shown at 5:20? I'm relatively new to houdini, my expertise is only in geometry stuff right now

  • @yakymoto
    @yakymoto Рік тому

    Thank you a lot for sharing this gem!! Amazing work, no doubt.

  • @ZodiacII
    @ZodiacII 2 роки тому

    Can I use this with OSM Lab map

    • @EHoudiniAcademy
      @EHoudiniAcademy  2 роки тому

      You could use osm data. But you'll have to clean it, because osm data is often very messy.

  • @LatvianALIEN
    @LatvianALIEN Рік тому

    where are the example files for polyscalpel? plz help

  • @Ugly_Baby_Gaming
    @Ugly_Baby_Gaming Рік тому

    another tip when resampling scale to a low res using STRAIGHT LINE and up scale it back using INTERPOLATE, or your roads will move every time when using SUBDIVISION CURVES... !!!!!separate!!!!! any curves when using subdivision to smooth them out .....

  • @Ugly_Baby_Gaming
    @Ugly_Baby_Gaming Рік тому

    Hi just trying out your code I'm finding the resample to low res for reducing the bend will not work in every situation like a hairpin turn is there a way you could show to balloon it out instead so the curve dose not lose to much position?

    • @EHoudiniAcademy
      @EHoudiniAcademy  Рік тому

      Yes hairpin turns would need that section cut out and redrawn, expanded outward, perhaps inset into the terrain a bit and then resampled again to a suitable resolution. Finally, recombined with the main road it was cut from.

    • @Ugly_Baby_Gaming
      @Ugly_Baby_Gaming Рік тому

      @@EHoudiniAcademy i used the edge smooth maxed out but had issues on looping bends. i guess its not something that can be totally procedural with out human corrections being made helpful stuff learnt allot from you so far thanks

    • @EHoudiniAcademy
      @EHoudiniAcademy  Рік тому

      @@Ugly_Baby_Gaming It can, it worked on the Ghost Recon road toolset, but it is tricky, especially when switchback turns are close together as they have to blend.
      Try resampling the switchbacks at a higher resolution so they lose less detail, and over expand them first to compensate for the contraction caused by the resample. Finally, i'd suggest you find a center point and end point to your expanded turn, cut that out along the road upward direction and use a falloff curve from a ramp parameter to control the expansion look and feel

    • @Ugly_Baby_Gaming
      @Ugly_Baby_Gaming Рік тому

      @@EHoudiniAcademy yer was a few not too many though so all done now ... I have no idea how the merge splines only got 3rd place I just saved at least 4 months work now I found out about it just merged over 15,000 roads in 3 days into 6,000 so easy to use and used the poly scalple for roads with roundabouts... Absolutly LOVE ALL 3 tools you made life saver XXX

    • @EHoudiniAcademy
      @EHoudiniAcademy  Рік тому

      @@Ugly_Baby_Gaming Thanks. Great to hear its sped up your data handling.
      I'm still working on the poly scalpel as well, optimizing it further.