I'm a Houdini 3D artist, and I love to make procedural things in Houdini and Unreal Engine, and I hope to inspire you with my work. #proceduralgeneration #proceduralmodeling #proceduraltexturing #proceduraldesign #proceduraltools
For some reason when I duplicate the node tree making clip 4 and entering values the spline looks different and at clip 5 it basically disappears. I've checked many times value which I've entered nad just cannot figure out wha'ts happening. Anyone can help? NVM it fixed itself somehow. I dunno what happened.
Thanks Radu for another great tutorial as always! I bought your Escalator and Mega Structure Generator courses and they helped me a lot to improve my modeling.
Thank you very much, Radu. It's great that, as always, the shading is included. I have been following your tutorials for several years now - always excellent quality and a talented approach!
Is there a way to keep paint part you selected with grouprange node as circular while changing the cone’s segment count, to prevent the paint part broken
It feels kinda strange for ppl cuz its a basic part model that u can do in couple of minutes in cads or 3d modeling softwares but in houdini you get the results that u can change everything 🤯🤯
4:32 You don't need a "Labs Soften Normals" node. A regular Normal node is fine, with the Weighting Method set to "By Face Area" and the same "Cusp Angle" (37.5). It produces the exact same result. 5:31 You don't need "3" rows, 2 is best. Because 3 will create some undesired polygons when booleaning later because of the slight imperfections left on the semicircles by the Smooth nodes. The Fuse node after that _might_ take care of it, or it might not. But why would you have to adjust the distance of the fusing? Just set it to 2. It results in a clearer boolean operation. 6:38 That creates horrible topology, lol. You would need supporting edge loops for something like that. Or leave the holes as unfused empty space and "fill" them with separate geometry. Look at those crooked inner edges! 6:44 Again with the Soften Normals... If you double click that node, you'll see it's just a regular Normal node with the settings I mentioned above (ignoring the Switch, which isn't even used here, it's probably that checkbox). 5:50 "Next, we will manually select some faces and extrude them." 😨 That's not very procedural at all. If you ever decide to increase the number of polygons on the side, that manual selection immediately becomes worthless. You should have used the Group node (or two). If you look at it from the Front view it slightly banks. Because of those 3 Smooth nodes. Not very "CAD-like" at all. But you can still learn a lot from this. Not bad. 👍 I don't think there's any other tutorial in Houdini on making this shape.
Hi Radu, I remember once seeing someone who made a Houdini generator (a sci fi building generator) and then the Unreal engine 5 version of it he could just place Cubes in a certain position and the generator would create the buildings according to the cube position. Height/Roof/vorm etc. Is this also the case with this tutorial? Can i for exampel create a layout with "cube pillars" flat surfaces and then have the plugin create pillar forms based off that? So i can easily create strucures based on the pillars.
an easier way is to group the start and end points of the profile, then revolve. That way you will get those two groups propagated to each revolve section, then you can promote it to edge groups.
It's great that Plasticity offers such quick results! My tutorial aims to provide a deeper understanding of the principles behind 3D modeling in Houdini, which can be beneficial for more complex projects.
make it with procedure intention later it could be done all kinds of variants you want for the model ( bevel profile, randomize size, color.. for example ) in just 1 minute in houdini, then scatter around 1milions of their instances around a city scene with zero lag in another minute