Minor things not mentioned in the video: - If your line is not highlighted in red when creating the mask with the DistanceAlongGeometry node (0:30), you have to activate the "Show Handle" option in the scene view (hotkey: Enter) and select the node. - Use W in the Scene View to toggle the wireframe mode (like at 1:50) - Use SHIFT+S in the Network View to change the wiring style rounded/straight lines (see the difference in the video at 9:55 and 9:57)
This was such a great introduction to Houdini. I'd love to see more of these starter videos, 10-20 minutes in length focusing building one world-building object at a time.
I'm new to Houdini, but coming from Cinema4D. This is like a super concentrated knowledge bomb, thank you so much for putting this together and sharing your wisdom!
I followed this entire video as my intro to Houdini it took me 5 hours of pausing and unpausing, I'm not sure how to make the bridge into a game ready asset but I'd love to learn more!
@@Cloroqx divide won't actually fix the inherent issue that Houdini splits the normal up and exports that way. The polysoup basically deletes all that data and combines it
We would love to see these procedural modelling videos for sure. You're doing a great job with your content to encourage us to learn Houdini. And Houdini always fascinates me. I got a question though. What do you think about Houdini's documentation? For example I'm not a fan of Unreal's docs. There are some areas that you simply can not find any information about. Like you spend hours and hours searching for any valuable information or all you do is trial and error blindly. I assume you would have a decent experience with Houdini's docs and tell us about it. Did you encounter any blind spots or found that the explanation about things are not helpful at all and whatnot? Because I think it's so helpful to have a go-to resource and learn things properly when you learning new things.
Thanks! For the docs I personally don’t use it that much, when I use the docs it is more for VEX or Python stuff to know what certain functions are doing. Which have been valuable. In general I Google most stuff and look on the forums like odforce or SideFX
This is good stuff! :) Maybe more about using grids and voxel cubes / faces / corners / instancing? -- Perhaps something akin to that Corridor level editor, but with multiple floors?
You should be presenting these tutorials smooth shaded (not flat shaded like here), as that is the way in which they will be seen by beginners in UE4/5, Blender, etc.
so now if I want to curve this bridge along the z axis what would I do would I just input a curve modifier because that is not working, I added a draw curve modifier but its not what I wanted can someone help
I don't know why so few people study Houdini in Russia, but it's very difficult to find friends with whom to share the experience. If you, like me, have just begun to study Houdini, then I will be very happy to join forces and together reach the top of the knowledge of this 3D software.
Nice, a bit too fast for me, but I will do my best to follow. Lol. As a suggestion: It would be good to get past just modeling but into exporting or even doing a simple render with each project. Thanks again.
For beginners, this thing is a mind-blown every 30 seconds
Minor things not mentioned in the video:
- If your line is not highlighted in red when creating the mask with the DistanceAlongGeometry node (0:30), you have to activate the "Show Handle" option in the scene view (hotkey: Enter) and select the node.
- Use W in the Scene View to toggle the wireframe mode (like at 1:50)
- Use SHIFT+S in the Network View to change the wiring style rounded/straight lines (see the difference in the video at 9:55 and 9:57)
Thanks a lot Simon....
And yes please, definitely more of these tutorials.
Highly appreciated.
Thats an awesome way to discover different modifiers without needing to go in to complicated vex. Very nice example and tutorial, thanks!
More of these style video would be awesome thnx Simon!
Great introduction to houdini: straight to the point.
Thanks
This was wonderful! Thank you Simon and yes I'd really enjoy seeing more of these tutorials!
This was such a great introduction to Houdini. I'd love to see more of these starter videos, 10-20 minutes in length focusing building one world-building object at a time.
I love your tutorials, Simon!
Thanks Simon
This is a great intro to procedural modeling!
Hope u make more procedural modelling tutorials :)
awesome, clean, and simple.Thank You, Simon!
Easy, simple and nice.
Thank you very much for tutorials , I tried if we can use @scale = set(1, @mask, 1) in AttribWrangle2, and yes we can.
I'm new to Houdini, but coming from Cinema4D. This is like a super concentrated knowledge bomb, thank you so much for putting this together and sharing your wisdom!
Thank you Simon, I'm really intimidated to learn Houdini and your lessons help me a lot.
You're an absolute master
Great work Simon!
Great video! Thanks for sharing!
Thanks for this awesome Video!!! Wow!!!
Thank you for tutorial! I’m following along and I’d love to see more of these beginner tutorials
Thanks a lot Simon!
It's awesome.
informative, easy to follow, an all around great tutorial for beginner and advanced users. Thank you!
you are awesome dude, well explained tutorial!
This was really helpful thank you! I love to see more of these videos!! Keep up the content!!!
amazing tutorial!
Great tutorial, thank you!
Wow, thank you so much Simon, this is exactly the kind of modeling I am interested in learning. Completely awesome.
I followed this entire video as my intro to Houdini it took me 5 hours of pausing and unpausing, I'm not sure how to make the bridge into a game ready asset but I'd love to learn more!
thanks for this tutorial bro
valeu simon, te amo
At the end of this you need to add a polysoup otherwise your generating meshes into Unreal that have split normals.
A divide node also helps
@@Cloroqx divide won't actually fix the inherent issue that Houdini splits the normal up and exports that way. The polysoup basically deletes all that data and combines it
I'm wondering, is there a way to have a dynamic mask, that would read the height of a map and adjust the line accordingly?
We would love to see these procedural modelling videos for sure. You're doing a great job with your content to encourage us to learn Houdini. And Houdini always fascinates me.
I got a question though. What do you think about Houdini's documentation?
For example I'm not a fan of Unreal's docs. There are some areas that you simply can not find any information about. Like you spend hours and hours searching for any valuable information or all you do is trial and error blindly. I assume you would have a decent experience with Houdini's docs and tell us about it.
Did you encounter any blind spots or found that the explanation about things are not helpful at all and whatnot? Because I think it's so helpful to have a go-to resource and learn things properly when you learning new things.
Thanks!
For the docs I personally don’t use it that much, when I use the docs it is more for VEX or Python stuff to know what certain functions are doing. Which have been valuable.
In general I Google most stuff and look on the forums like odforce or SideFX
Is there a simple way to prevent the overlapping geometry at the ends after the polyextrude @2:18?
There are a couple ways , overall I recommend using the chain node I show at the end since that will give you more control and variation.
Thank you!
Since the color gradient dosen't seem to be supported anymore, what would you use instead?
remap in wrangle doesn't work in new version of houdini
Maravilhoso, amei.
This is good stuff! :)
Maybe more about using grids and voxel cubes / faces / corners / instancing? -- Perhaps something akin to that Corridor level editor, but with multiple floors?
You should be presenting these tutorials smooth shaded (not flat shaded like here), as that is the way in which they will be seen by beginners in UE4/5, Blender, etc.
so now if I want to curve this bridge along the z axis what would I do would I just input a curve modifier because that is not working, I added a draw curve modifier but its not what I wanted can someone help
I don't know why so few people study Houdini in Russia, but it's very difficult to find friends with whom to share the experience. If you, like me, have just begun to study Houdini, then I will be very happy to join forces and together reach the top of the knowledge of this 3D software.
Nice, a bit too fast for me, but I will do my best to follow. Lol.
As a suggestion: It would be good to get past just modeling but into exporting or even doing a simple render with each project. Thanks again.
I agree -- exports would be appreciated. Lighting might be a lot to ask but I think exports in the least are worth a few extra minutes.
how did you add the noise bevel since each border is 1 piece?
The trick is shown in another video.
Look for “random bevel in Houdini”.
It basically using attributes to set the bevel amount
Is there not another way then using distanceAlongGeometry SOP ?
You can use a @P.y ramp in VEX or just lift the center point with Soft Transform.
But color gradient node doesn't exist anymore... what do I do? HELP
pace is too fast. "First place a node then set the settings." No explanation as to which nodes, what settings and no pausing.
wasnt a Beginner ...