Log into your account to keep track of your progress. You can work through the lessons without logging in but your progress will be lost when you refresh the page.
総再生時間: 22m 41s
Houdini には、地形を生成したり、形状変更するための専用のツールセットが備わっています。これらのツールは、 Height Field と呼ばれる 2D ボリュームを使って地形を表現します。このボリュームの各ボクセルには、そのグリッドポイントでの地形の高さが含まれています。Houdini のビューポートでは、2D Height Field を 3D サーフェスとして視覚化できます。また、Mask Field をセットアップして、地形の特定の部分に編集を集中させることもできます。 このレッスンでは、パターン、ノイズ、侵食を使用して地形を構築し、その結果をゲームエンジンで使用できるようにエクスポートします。
Houdini の Height Field ツール を使用して地形を作成し、Unreal Engine に取り込みます。
Houdini 19.5 用の Houdini Foundations のすべての章は PDF としてダウンロードすることも印刷書籍として購入することも可能です。この本は 224ページ、9章で構成され、Houdini への第一歩を踏み出すのに最適です。
レッスンの様々な部分の概要を簡単に説明します。このレッスンが、どこに向かうかを見てみましょう。
Houdini で地形を作成するには、Height Field を使用します。空の Height Field から始め、ノイズと歪みを加えて、景観の基本的なルックを定義します。ノード上でパラメータ値を微調整しながら、ディテールを重ねていきます。
地形にレイヤーをセットアップするには、まずマスクを設定し、その情報を特定のレイヤーにコピーします。
この操作を何回か行うことで、さらにレイヤーを追加できます。その後これらのレイヤーを使用して、地形の重要な特徴を視覚化します。
現在、高さマップには 0 より下の領域と、0 以上の領域があります。Remap ノードを使用して範囲を変更してから、そのノードのランプを使用して山の周りに細長い台地を追加します。その後、浸食させて、地形に新しいレイヤーを追加します。
木と岩を追加するには、新しい台地の領域をマスクしてから、このマスクを使用する地形へのばら撒きをセットアップします。
これらのばら撒かれたポイントは、木を表す、インスタンス化された円錐をコピーするのに使用されます。
これらは後ほど Unreal で置き換えます。
Unreal Engine または Unity のようなゲームエンジンに地形を取り込むには、まず Houdini デジタルアセットを作成します。
Houdini Engine プラグインを適切にセットアップしたら、このアセットをゲームエディタにロードして、コピーした木のスタンドインをインスタンス化されたオブジェクトとしてインポートすることができます。地形を Unreal Engine にインポートすると、Height Field はランドスケープとして認識されます。
コメント
josuamostert 2 年, 1 ヶ月 前 |
Hello Robert I hope you are well.
I am busy with the Foundations / Terrain turtorial. In the first video (Shape the terrain using heightfield) you add an erode node called Slump , but for some reason when I do it it displays an error message. Are there any tips that you can perhaps give me, any help will be appreciated.
Kind regards
User of your turtorial of Foundations of Houdini.
rmagee 2 年, 1 ヶ月 前 |
Can you please post your scene file to the Learning Material forum - then I can take a look and see what might be the issue - I just went through the steps myself and everything seems OK with the latest version of Houdini. Be sure to explain what computer system you are using when you post the file.
harunpamuji 2 年, 1 ヶ月 前 |
Harun 3D Digital Artist
0 seconds ago
I can not import HDA extension file into Unreal content browser. Why ?
natrianvfx 1 年, 9 ヶ月 前 |
This terrain tutorial was a little bit confusing overall. Most of the time I had problems following the use of nodes because I didn't understand what they were doing. Eventually, when I tried to import the hda to Unreal, it did'nt recognize the .hdnac file, but it was interesting to see the possibilities of Houdini for terrain creation.
Seyonce 1 年, 7 ヶ月 前 |
Thanks for the course. it was simple and easy to understand as a refresher after watching more difficult terrain tutorials.
0ldsl0 1 年, 6 ヶ月 前 |
I'm still not exactly clear on how the remap node was used to achieve that specific result. Robert seems to have deliberately chose which points he would need for that specific ridge.
I'm following along but have my own set up where I want my ridge to slope down the Y-Axis and slightly bend towards the X. The remap node doesn't seem to afford me the control changing the position and value of points seems to make a lot of sweeping changes to the heightfield as a whole.
I suppose just painting a mask and flattening it could be a way to go?
J Mart 1 年, 4 ヶ月 前 |
For those of you having issues with UE not recognizing the HDA file format, you likely need to install Houdini Engine to your game project /plugin folder. You can do this to Unreal Engine itself, but the documentation from SideFX recommends installing the Houdini Engine plugin to each project. https://www.sidefx.com/docs/houdini/unreal/install_houdiniengine.html
The issue I've run into now with this tutorial is that HEngine is importing my instanced trees slightly out of scale or translation, and as one big group of static meshes instead of an instance of the tree cone geo that can then be replaced. Seems to be a different type of houdini "output" in UE.
nkrender 1 年, 4 ヶ月 前 |
Were you able to find a solution to Unreal having just one big group of static meshes instead of an instance of the tree cone geo.
Currently I'm unable to then be replace the cone & would love to understand the solve here.
miditato_r 1 年, 4 ヶ月 前 |
In CopyToPoints node Pack and Instance checkbox
miditato_r 1 年, 4 ヶ月 前 |
Please help me,
in Unreal my cones do not match with the ground and hang in the air (
in Houddini all is ok
Division369 1 年, 2 ヶ月 前 |
Thank you for sharing this video Robert!
erook73 7 ヶ月 前 |
Hello! I have an interest in learning terrain building. I was surprised how easy this was to follow and not feel too overwhelmed since I'm new to Houdini. The only issue though that I ran into was the tree line. For some reason the red i could not get removed from marking that area. I've reconstructed this a few times over and still the same issue. I'm not sure what I am missing, but I had thought maybe it was tied to the mesh, when i was adjusting it. Not sure, but I'll continue to practice. Thanks for sharing!
KieranLatham 6 ヶ月, 3 週間 前 |
Have you tried using a "HeightField Mask Clear"? You may be retaining some mask data from previous passes, in which case a Mask Clear should help.
ingsmi1600 3 ヶ月, 1 週間 前 |
Hello, I was running through the Foundations Terrain tutorial for the fourth time, and when I get to the part when you change the default trees with the bush I run into a dead end and cannot load the prop. The "HoudiniOutput Instancer" will not take the new prop. It only displays the Content Browers search icon. I am running Houdini 20.5 and UE 5.5. I read over the documentation and HEngine is current and installed in the correct location in UE. Help please.
sunbayblue 2 ヶ月, 2 週間 前 |
Hello,
Somehow I'm stuck on visualizing mask layer. The visualize node doesn't color the mask I created: flow, slope, peak; nothing change wehn I input the variables into the layer.
Plus, after apply "compute range", the full range of ramp shows up in the tutorial, but mine has only brown and green.
Anyone knows how to fix it?
Please log in to leave a comment.