don't know if you still read these but this was ridiculously amazing. outstanding what you have accomplished in Houdini. You truly inspire me. I need lessons from you
Not only was this technically incredible, but the way you presented this information was the best Ive ever seen. If every teacher were as vigilant as you every one would love learning
wow, this is amazing.. learned so much from all those tips.. thank you very much for this.. i got into houdini universe couple of months ago, needed lots of vfx for a game we are working on.. and man.. it is terrifying and beautiful at the same time.. terrifying when you have recreate something from reference and get a production quality results fast.. beautiful when you immerse yourself into houdini and just play for hours without any real goal.. planning to do some vids like this with the stuff i figured out and haven't seen anywhere else.. thanks again
Hi Pascal, Is there any update about the tutorial? I can't wait to learn this kind of workflow in houdini! Do you have any release date soon? Thank you, Francis.
0:50 It will be fantastic if you give a glimpse of the main steps of the making of the complex buildings and its placement (maybe it's some specail scattering techniques?).
I am so amazed to see that one guy have been able to dislike this breakdown video... Of course everybody have is own opinion, but I believe that to downvote this amazing work, this person must know nothing about CG and the work it represent, or being just jealouse. So next time, for better understanding, and my proper mind opening, please let us know why. Impressionnant! Je crois que je viens de trouver la motivation qu'il me fallait pour me mettre a Houdini!
Awesome thanks a bunch, you helped me understand what Houdini actually does at a practical level! Also I will check out the grove, it looks amazing! Cheers, it lovely to see all you "working" and process broken down so simply and visually. Great stuff!
One small criticism of the electricity wires is that you could measure the length of the lines and then use that to drive the strength of the drooping, so shorter lines don't droop as much as irl you wouldn't want to have such loose wires.
Hey Pascal, its me Arif , I hope you remember me , worked with you before at Gameloft, hehehe, ( you did some skybox and foliage stuff back then ) your houdini and procedural stuff is awesome man, I really regret didn't learn or ask around much about procedural stuff back then when I had chance. big fan of your work :).
This is incredible stuff, thank you so much for sharing! I had a question about your rock cliffs - How do you apply Mountain to the non-vertical (non-normal) axis like you show at 11:53 ? I'm pretty new at Houdini, but will keep trying to solve through it. Thanks for any help you can offer.
Hello, you can use the polyframe sop, entity:primitive style: Primitive Centroid, toggle off everything, except Tangent Name, and you replace 'tangentu' by 'N' ... so you will have proper normal to push the points of the circle with the mountain sop.
PaQ WaK thanks! I figured it was something simple. In the meantime, I also learned that I could use a point node and calculate the vector between each point and the origin @P - {0,0,0} to get the same result (i think :) )
Indeed, and if the circle is created at the origin, you can just write something like : v@N=v@P; ... it's even better to normalize the vector, v@N=normalize(v@P); ... otherwise the larger the circle radius is, the stronger mountain sop will push the points.
I want to learn how to make terrains like you do - but am having the HARDEST time finding tutorials on how to do it in Houdini. I was never a math person in school. I was an "awtist" that painted subjects very realistically. Please do a tutorial on what you've created here. This is great stuff!
What was your training and experience before learning Houdini with this degree of mastery in only one year? And thanks for the heightfield map section at 2:48. That would be great for doing road beds over uneven terrains. This is a fantastic video. Thanks for sharing this with us.
Thanks for the kind words. As I have replied on Behance, my learning path was Rohan Dalvi training material, Cgwiki, and Kim Goossens lectures (RUclips)
Hi, long version : www.gametutor.com/live/tutorials/houdini-unity/procedural-hanging-cables/ Or In a point wrangle : float ptn = @ptnum; float npt = @numpt; float curvu = ptn/(npt-1); float paraby = 1-(pow((2*curvu-1),2)); @P.y-=paraby*ch("tension"); (and expose spare parameters to tweak the tension float)
This is absolutely mindblowing. You've made me want to dive deep into Houdini! Amazing work. I have on question regarding 11:28, I am not sure what code to put in the attribute wrangle to correctly recall the smooth normals, as soon as I put down the attribute rename and enter N to SN, the original normals are used and the nice smooth ones are no longer transferred. Would you by any chance be able to share an example .hip of a basic double noise displacement as seen at 11:32? I think I've done something similar by just duplicating the vdb smooth logic after the first mountain and then applying the second mountain, but it seems much easier to just recall the attribute instead of having to convert to vdb each time. Thank you so much!
Hi Pascal! I have been using this video to study over the past couple weeks. I am puzzled how you use the Y distance of the bounding box to have more noise at the bottom of the Cliffs. Thanks again for making such an excellent walk through.
Hello, here's a little .hip that should help (check the volumevop1) : drive.google.com/open?id=0B81ES6gGfOHSbW8yay1LQ2pZb0k Thanks for the kind words !
Vraiment intéressant, merci ! Je n'ai compris que depuis peu la puissance de Houdini pour la generation de terrain et de batiments, du coup je commence à m'y mettre... Je prévois d'intégrer Houdini Engine dans mon moteur 3D qui utilise Vulkan, et générer la planete Terre en mixant procedural et des references réelles, un peu comme dans Outerra (voire plus loin !).
Salut je souhaite aussi me mettre a Houdini blender c'est franchement faible pour Unity.. aurais tu quelques conseille? je suis indé, j'ai regardé ce qu'il propose, mais toi aurais tu quelques infos, conseille ?
this is amazing, thanks for sharing!! I am trying to get the similar effect to this at 11.52, could you explain how you did this? I am trying to follow your script but cant get this result... Thanks!!
Thank you ! It's Manhattan Worley F1, available in the mountain sop, or in the unifiednoise from a vop network. drive.google.com/open?id=18WhJLTcDSOGvgQWwjTp2u-L1vlvVVFiY
This is absolutely stunning. However, how is this possible in a game? arent there too many polys? and is Clarisse used in the game industry? ontly thought it was for film.
This is really amazing! Can you please share what's inside your VOP sop in the poles and wire scene? I want to procedurally place electric towers with wires onto my terrain!
this is really AMAZING! magnifique !! bravo !!! oui un quelques tutos gumroad seraient les bienvenus !! La facon dont vous expliquez et montrez les examples "d exercices" procedurales qui servent ensuite dans de plus grandes scenes est TOP!! . vous avez vraiment un excellent talent pedagogique ;) !!! en plus de la qualite artistique et technologique ! la classe totale quoi !!
Looks interesting is Houdini a subscription service for its use of license or can one purchase it for own use without a license if using it for sales of ones making? Oh an a tutorial please? How much does it cost? Is the one you using for purchase on Steam or is that a different software?
Hi Paskal, great video! I was trying to recreate your canyon, but stuck on vdb noise - all I recieve is either no changes or swiss cheese, can you please give some advice on what I am doing wrong?
Hey Pascal, Would it be possible to do scene assembly in houdini itself? I'm a freelancer/student and I'm trying to avoid spending 500 on a clarisse license. If possible I'd like to use redshift/houdini for large scale scenes. Do you think thats viable?
Yes it's doable, but you need to pay much more attention to the data complexity you are about to manipulate. Clarisse allows you to just throw geometry with almost no care about polycount. The scattering tool is very memory efficient, and you can easily build nested instancing. (scattering a forest of tree made of scattered leaves). Houdini will require to either use USD (still far to be very artist friendly for my taste), or build more clever system (camera culling / proxy digital assets etc). It's more work and more time consuming. But you also have much more control. (I often have to prapare point clouds for Clarisse instancing in Houdini because I can write complex distribution rules with ray casting etc). However I don't have that much experience with Redshift. I mostly use 3Delight for my rendering needs in Houdini these days.
@@Munchhausenify yeah I was consdering Houdni Solaris (the hydra pixar USD integration).. it seems it MIGHT be able to give me clarrisse like scene assembly, hopefully :)
Hi! Awesome assets you’ve created and thanks for the video. Would you mind telling me what you have inside the volume vops and the point vops for the canyon asset?
I mostly do 'displace along normal' in point vops, but only when I want to modulate the displacement with other point attributes, like the flow map from the erosion HF operator. Otherwise I just use the Mountain operator. In volume vop I use fractal noise (mostly AA noise or Turbulence noise) to modulate the volume density.
Beside you had a question about the attr.wrangler used a 4:20, it a piece of vex to remove cable longer than a certain lenght : As I'm stupidly add a connection between every pole, I have to clean that mess. if (primintrinsic(0, "measuredperimeter", @primnum) >chf("minlength") ) removeprim(0, @primnum, 1);
Cool! I actually was able to recreate most of it with the polycut node instead of that wrangle. Only thing I'm missing now is beeing able to move one pole and let the cable follow. Not sure how to do that yet though. Here is the file if you want to see it: drive.google.com/open?id=1bqLABITCmPGF4vyM_8rPZjjQUmJ655JQ
I realize that I'm asking way to many questions, but this video is really inspiring and I really wish to get to this point one day. That's why I'm wondering where or how you learned to create this randomization in the building foundation and roof generating? 5:20
Hi ! I'm new with houdini and to familiarize myself with it I tried to reproduce that part of canyon that you did But I'm stuck when you use volumevop node to create noise in the vdb. I can't understand how you did it and I didn't find any tutorial to do noise like that. Someone could help me to understand ?
Merci beaucoup ! (Pascal c'est Francais non ?) Je m’étais débrouillé autrement mais je crois que ma méthode est beaucoup plus couteuse en calcul ! drive.google.com/file/d/1XfneK3bNpJ3yR5lr9IFs174TnQysksVO/view?usp=sharing Cela fais quelque jours que j’apprends houdini et votre vidéo m'a beaucoup aidé. Merci !
Hello. I have a curiosity about programs and tutorials. If you want to make a paid tutorial in Houdini or another program, you need the program to be with license ?
don't know if you still read these but this was ridiculously amazing. outstanding what you have accomplished in Houdini. You truly inspire me. I need lessons from you
Thanks sir !
5 years on and this is still a very interesting and useful video. Thanks for posting!
Not only was this technically incredible, but the way you presented this information was the best Ive ever seen. If every teacher were as vigilant as you every one would love learning
I'm impressed, amazing breakdown and the results are next level. Thanks a lot !
wow, this is amazing.. learned so much from all those tips.. thank you very much for this..
i got into houdini universe couple of months ago, needed lots of vfx for a game we are working on.. and man.. it is terrifying and beautiful at the same time.. terrifying when you have recreate something from reference and get a production quality results fast.. beautiful when you immerse yourself into houdini and just play for hours without any real goal..
planning to do some vids like this with the stuff i figured out and haven't seen anywhere else..
thanks again
Love the way you present and teach - very clear and informative
Fantastic work! Love seeing how a talented generalist uses Houdini. Bien joué !
Merci !
Thank you for sharing this amazing job.
I would pay for a class,
Or even just a livestream of you working. Very impressive.
Great stuff Pascal! Being a Terragen-lover I am totally blown away by your mesa rock structures, so awesome! Warm greetings Tangled-Universe
That means a lot to me my Terragen friend !
This is astonishing work
I love the organization of your nodes almost as much as what you're creating with them... Almost!
Travail incroyable et beau!
Hi Pascal,
Is there any update about the tutorial? I can't wait to learn this kind of workflow in houdini!
Do you have any release date soon?
Thank you, Francis.
The accent 10/10, Houdini skills 10/10, creativity 10/10 Information 5/10 :) Please more ;)
0:50 It will be fantastic if you give a glimpse of the main steps of the making of the complex buildings and its placement (maybe it's some specail scattering techniques?).
Awesome video, thanks for the tips on making those rocky structures. Very cool :)
Brilliant work, and also great presentation. Cheers!
I am so amazed to see that one guy have been able to dislike this breakdown video... Of course everybody have is own opinion, but I believe that to downvote this amazing work, this person must know nothing about CG and the work it represent, or being just jealouse. So next time, for better understanding, and my proper mind opening, please let us know why.
Impressionnant! Je crois que je viens de trouver la motivation qu'il me fallait pour me mettre a Houdini!
really cool breakdown :) I definately learnt a thing or two form that
Awesome thanks a bunch, you helped me understand what Houdini actually does at a practical level! Also I will check out the grove, it looks amazing! Cheers, it lovely to see all you "working" and process broken down so simply and visually. Great stuff!
WOW! Very impressive stuff.
Amazing work for a single person! Thanks for this breakdown.
Wow. Just incredible
Amazing. Thanks for sharing. Wading into houdini and realizing I've been missing out.
So good, sir. I am now subscribed
I'd pay 200$ for full course ; D
You're amazing !
One small criticism of the electricity wires is that you could measure the length of the lines and then use that to drive the strength of the drooping, so shorter lines don't droop as much as irl you wouldn't want to have such loose wires.
Amazing work! Very well presented! Pure Houdini gold. More please!
omg this is amazing! Would you ever do a paid tutorial? I would be very interested!
Maybe later this year, I still feel like a beginner with Houdini ;)
PaQ WaK 🤣🤣🤣🤣🤣🤣 whaaaaaattt that makes me plankton in Houdini!!!!
Even if you start with a terrain tutorial on Gumroad, you will get a lot of people interested (including me of course!)
I hear you guys ;)
That´s the spirit!
Brilliant! Thanks for putting this together and for sharing!
Hey Pascal, its me Arif , I hope you remember me , worked with you before at Gameloft, hehehe, ( you did some skybox and foliage stuff back then )
your houdini and procedural stuff is awesome man, I really regret didn't learn or ask around much about procedural stuff back then when I had chance.
big fan of your work :).
Hi Arif, sure I remember you, thanks for the kind words ! Back in the days I wasn't using Houdini, so there is not real regret to have ;)
Amazing work! Keep it up! I've been using Houdini for a few months myself, and the breakdowns you show are really helpful!
Amazing, i've subscribed and hope for more. Is there any chance to share the hip files? :)
your work will shine with the coming ue5
THANKS SO MUCH. Doing this takes a lot of time and you are sharing this with everybody. So yes, you should to tutorials because this is awesome.
This is incredible stuff, thank you so much for sharing! I had a question about your rock cliffs - How do you apply Mountain to the non-vertical (non-normal) axis like you show at 11:53 ? I'm pretty new at Houdini, but will keep trying to solve through it. Thanks for any help you can offer.
Hello, you can use the polyframe sop, entity:primitive style: Primitive Centroid, toggle off everything, except Tangent Name, and you replace 'tangentu' by 'N' ... so you will have proper normal to push the points of the circle with the mountain sop.
PaQ WaK thanks! I figured it was something simple. In the meantime, I also learned that I could use a point node and calculate the vector between each point and the origin @P - {0,0,0} to get the same result (i think :) )
Indeed, and if the circle is created at the origin, you can just write something like : v@N=v@P; ... it's even better to normalize the vector, v@N=normalize(v@P); ... otherwise the larger the circle radius is, the stronger mountain sop will push the points.
Dude, thank you so much for the detailed breakdowns! Your rock breakdown was especially helpful, keep up the fantastic work!
This is GREAT! Thanks for sharing.
Superbe travail merci de le partager 👍
Very inspiring. Thanks for the thorough breakdown.
Excellent work, and very well presented.
man, your are brilliant artist, such gorgeus work, thank you for sharing!
That thing with the favela part looks sick. Could you do a further breakdown how you achieved this please?
Lots of useful tricks in here, thanks!
Great work man! Thanks for sharing this information :)
I want to learn how to make terrains like you do - but am having the HARDEST time finding tutorials on how to do it in Houdini. I was never a math person in school. I was an "awtist" that painted subjects very realistically. Please do a tutorial on what you've created here. This is great stuff!
dude this is awesome
Just amazing 🤩.. why didn’t you instance all your layout iin solaris houdini? Why clarisis
Hello, this was made before Solaris era. I still think Clarisse is way more artist friendly, especially for large scale scenes.
What was your training and experience before learning Houdini with this degree of mastery in only one year?
And thanks for the heightfield map section at 2:48. That would be great for doing road beds over uneven terrains. This is a fantastic video. Thanks for sharing this with us.
Thanks for the kind words. As I have replied on Behance, my learning path was Rohan Dalvi training material, Cgwiki, and Kim Goossens lectures (RUclips)
Fascinating stuff! Thank you for sharing!
Beautiful Job, crazy man crazy!
Wow. Super inspiring work.
Just shared it on a fb Group. Amazing work.
Amazing! I would love to see how you used the parabola formula to create the wires.
Hi, long version : www.gametutor.com/live/tutorials/houdini-unity/procedural-hanging-cables/
Or
In a point wrangle :
float ptn = @ptnum;
float npt = @numpt;
float curvu = ptn/(npt-1);
float paraby = 1-(pow((2*curvu-1),2));
@P.y-=paraby*ch("tension");
(and expose spare parameters to tweak the tension float)
Thanks for sharing this.
Amazing breakdown, great pieces of work!!!
Those power lines look sick
This is absolutely mindblowing. You've made me want to dive deep into Houdini! Amazing work. I have on question regarding 11:28, I am not sure what code to put in the attribute wrangle to correctly recall the smooth normals, as soon as I put down the attribute rename and enter N to SN, the original normals are used and the nice smooth ones are no longer transferred. Would you by any chance be able to share an example .hip of a basic double noise displacement as seen at 11:32? I think I've done something similar by just duplicating the vdb smooth logic after the first mountain and then applying the second mountain, but it seems much easier to just recall the attribute instead of having to convert to vdb each time. Thank you so much!
Hello, thanks for the kind words. Here's an .hip example : drive.google.com/open?id=1YQsAOTCgpy8Qzwf_zLUkyOboL9hqPhHc
Thank you so much, I really appreciate it! Keep up the great work, you are extremely talented!
Was looking for this! Thanks a lot (and thanks to Eoin for asking about it :P)
@@Munchhausenify thank you for sharing the file
i'm floored seeing it . i wish i could learn something from you in person
nice ! thanks for summed up explanations, very informative.
Chapeau ! Du beau boulot.
Merci !
Whoooaa!! How do I put 100 likes under this vid??.. Mesmerizing! Bravo!!.. I bet people are starving for detailed tutorials from you, Sir!))..
You're welcome !
Hi Pascal! I have been using this video to study over the past couple weeks. I am puzzled how you use the Y distance of the bounding box to have more noise at the bottom of the Cliffs. Thanks again for making such an excellent walk through.
Hello, here's a little .hip that should help (check the volumevop1) : drive.google.com/open?id=0B81ES6gGfOHSbW8yay1LQ2pZb0k
Thanks for the kind words !
Most excellent! thanks PaQ Wak! I will test it out right away!
I take off my heat to you, this is awesome, i did some work in Lw, Modo, c4d, but Houdini was always a riddle to me, Great job!!
Ur work is awesome 👌
Simply amazing.. Awesome
You are the artist.Wishes from India...
is there any way to do the displacment normal correction in blender??
Pascal, great job. may I ask where did you learn Houdini?
For those canyon pieces you were showing, in-engine at 15:03 how many polys per piece are they? Thanks
Each piece was about 10-20M of tris ... but in-game it's just a spherical texture as environment.
Vraiment intéressant, merci ! Je n'ai compris que depuis peu la puissance de Houdini pour la generation de terrain et de batiments, du coup je commence à m'y mettre... Je prévois d'intégrer Houdini Engine dans mon moteur 3D qui utilise Vulkan, et générer la planete Terre en mixant procedural et des references réelles, un peu comme dans Outerra (voire plus loin !).
Salut je souhaite aussi me mettre a Houdini blender c'est franchement faible pour Unity.. aurais tu quelques conseille? je suis indé, j'ai regardé ce qu'il propose, mais toi aurais tu quelques infos, conseille ?
How did u create this cracks on the cliff at the end of this video?
Amazing work Pascal! :)
Thanks Sensei !
this is amazing, thanks for sharing!! I am trying to get the similar effect to this at 11.52, could you explain how you did this? I am trying to follow your script but cant get this result... Thanks!!
Wooooow, that's some advanced ninja skills there! Kudos to you, sir! I'll disect this video,
You are amazing man.
This is a great breakdown. Thank you! I was wondering if you could clarify what the noise is that you are using at 11:20 int eh video?
Thank you ! It's Manhattan Worley F1, available in the mountain sop, or in the unifiednoise from a vop network.
drive.google.com/open?id=18WhJLTcDSOGvgQWwjTp2u-L1vlvVVFiY
PaQ WaK thanks very much! I'll give that a go. The mountain/ rock formations look outstanding! Keep up the content! M
This is absolutely stunning. However, how is this possible in a game? arent there too many polys? and is Clarisse used in the game industry? ontly thought it was for film.
Amazing stuff man! Was inspiring to watch
Amazing!
dang, I found this by accident but this was super cool!
think about ue5
WOW! Very nice! Now I following you and like this. Keep going.
Awesome stuff man!
This is really amazing! Can you please share what's inside your VOP sop in the poles and wire scene? I want to procedurally place electric towers with wires onto my terrain!
Well done Sir! Very nice. How did you handle ngons and generate UV's when converting terrain/buildings into polygons?
oh my fuq! how the heck I will be able to learn all that ! I need another life time 😭😭😭
Amazing work. ..
This is wild!
Amazing work!
this is really AMAZING! magnifique !! bravo !!! oui un quelques tutos gumroad seraient les bienvenus !! La facon dont vous expliquez et montrez les examples "d exercices" procedurales qui servent ensuite dans de plus grandes scenes est TOP!! . vous avez vraiment un excellent talent pedagogique ;) !!! en plus de la qualite artistique et technologique ! la classe totale quoi !!
Looks interesting is Houdini a subscription service for its use of license or can one purchase it for own use without a license if using it for sales of ones making? Oh an a tutorial please? How much does it cost? Is the one you using for purchase on Steam or is that a different software?
Wow, amazing work ! Well done Sir ! Bravo :)
Awesome love it
Ive one question what did your write down in your wrangle, because i dont know how you recall this SN Attribute a few times
Hi Paskal, great video! I was trying to recreate your canyon, but stuck on vdb noise - all I recieve is either no changes or swiss cheese, can you please give some advice on what I am doing wrong?
drive.google.com/open?id=1CBDGTWyztDNY5Q4mG9059UPlwoxwbH4Z
Here's a little .hip scene example
Thanks a lot, you are awesome! My mistake was to multiplicate instead of adding. Now It feels so obvious..)
Hey Pascal,
Would it be possible to do scene assembly in houdini itself? I'm a freelancer/student and I'm trying to avoid spending 500 on a clarisse license. If possible I'd like to use redshift/houdini for large scale scenes.
Do you think thats viable?
Yes it's doable, but you need to pay much more attention to the data complexity you are about to manipulate.
Clarisse allows you to just throw geometry with almost no care about polycount. The scattering tool is very memory efficient, and you can easily build nested instancing. (scattering a forest of tree made of scattered leaves).
Houdini will require to either use USD (still far to be very artist friendly for my taste), or build more clever system (camera culling / proxy digital assets etc). It's more work and more time consuming. But you also have much more control. (I often have to prapare point clouds for Clarisse instancing in Houdini because I can write complex distribution rules with ray casting etc).
However I don't have that much experience with Redshift. I mostly use 3Delight for my rendering needs in Houdini these days.
@@Munchhausenify yeah I was consdering Houdni Solaris (the hydra pixar USD integration).. it seems it MIGHT be able to give me clarrisse like scene assembly, hopefully :)
That's just madness :o
Hi! Awesome assets you’ve created and thanks for the video. Would you mind telling me what you have inside the volume vops and the point vops for the canyon asset?
I mostly do 'displace along normal' in point vops, but only when I want to modulate the displacement with other point attributes, like the flow map from the erosion HF operator. Otherwise I just use the Mountain operator.
In volume vop I use fractal noise (mostly AA noise or Turbulence noise) to modulate the volume density.
Beside you had a question about the attr.wrangler used a 4:20, it a piece of vex to remove cable longer than a certain lenght :
As I'm stupidly add a connection between every pole, I have to clean that mess.
if (primintrinsic(0, "measuredperimeter", @primnum) >chf("minlength") ) removeprim(0, @primnum, 1);
Cool! I actually was able to recreate most of it with the polycut node instead of that wrangle. Only thing I'm missing now is beeing able to move one pole and let the cable follow. Not sure how to do that yet though.
Here is the file if you want to see it:
drive.google.com/open?id=1bqLABITCmPGF4vyM_8rPZjjQUmJ655JQ
I realize that I'm asking way to many questions, but this video is really inspiring and I really wish to get to this point one day. That's why I'm wondering where or how you learned to create this randomization in the building foundation and roof generating? 5:20
Hi ! I'm new with houdini and to familiarize myself with it I tried to reproduce that part of canyon that you did
But I'm stuck when you use volumevop node to create noise in the vdb. I can't understand how you did it and I didn't find any tutorial to do noise like that.
Someone could help me to understand ?
Hello, what about this simple example ? drive.google.com/open?id=1CBDGTWyztDNY5Q4mG9059UPlwoxwbH4Z
Merci beaucoup ! (Pascal c'est Francais non ?)
Je m’étais débrouillé autrement mais je crois que ma méthode est beaucoup plus couteuse en calcul !
drive.google.com/file/d/1XfneK3bNpJ3yR5lr9IFs174TnQysksVO/view?usp=sharing
Cela fais quelque jours que j’apprends houdini et votre vidéo m'a beaucoup aidé. Merci !
De rien ! (en fait je réapplique un peu la méthode que Rohan Dalvi utilisise pour sculpter ses desserts : www.rohandalvi.net/dessert/ )
Hello. I have a curiosity about programs and tutorials. If you want to make a paid tutorial in Houdini or another program, you need the program to be with license ?
Do you still use this work flow in 2020?
so awesome