In this LA Houdini User Group presentation Matt Wagar discusses his VEX procedural modeling workflow. Whether you’re a beginner at VEX, or a pro, Matt will show strategies he’s learned and created to enhance his procedural modeling workflow. Matt will also show his bridge asset inside the Unity game engineRead More →

“Houdini for modeling is just another way to model. You can model something and then drop in some code, it’s a really helpful tool for us” In this Houdini Connect video Thomas Otto of Spaceflower talks about the development of his new indie game, Let Them Trade. He shows hisRead More →

Use Houdini’s procedural modeling tools to construct a procedural staircase. The key is that the stair will be driven by a single line and the treads, base and railings will be built up to match. You will also add the ability to bend the stair while keeping all of theRead More →

Let’s finish up our Scatter HDA and get some VEX code in place to handle the data on the points, so we are instantiating foliage in Unity. This lesson is part of a larger collection of tutorials which you can access here along with project files: https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/Read More →

Let’s start our Scatter HDA by getting the basic tool setup hooked into our TOP network. We will also get a few items setup in the HDA’s Type Properties. This lesson is part of a larger collection of tutorials which you can access here along with project files: https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/Read More →

In this masterclass, Cameron White covers the new RBD-related features in Houdini 17. Cameron begins with constraints – particularly, soft constraints, along with some useful new options in Glue Constraint. He continues with SOPs – Convex Decomposition – as well as some useful utility SOPs like Extract Centroid, Extract Transform,Read More →

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