In order for our wood wall to look a bit more realistic, we need to add the posts to it. Using the knowledge we gained from the previous lecture, let’s create a wood post that we can re-use over and over again. By the end of this lecture we will have built the post Digital Asset, and taken a look at some of Houdini’s modeling nodes.

コメント

  • MarcMartinell 6 年, 3 ヶ月 前  | 

    For thoose that doesnt want to write ch("../BlaBlaBla") to set one component of a multyple component attribute: if u want the size in just one of its 3 components u can select de number in sizeY (for example) and drag it to parameters list so it will just add the Y component of size with the actual number as a default value, so u dont need no write it and set default value manually.

    PD: Great tutorials! Good job.

  • DevoStevo 6 年 前  | 

    Also, if using Houdini 17, the "twist" node (4:40) settings are different then in 16.5.

  • DevoStevo 6 年 前  | 

    I can't get the twist node "taper_x" to work in H17. Can't seem to spin the "Capture Region" 90° or get it to "bend" (which is actually taper) in the x direction. I got the first one to taper in the z direction but no luck on the x. Also noticed when you make a comment you can't go back to watching the video, you have to reload contents page & find your spot again. That's frustrating as all hell.

  • DevoStevo 6 年 前  | 

    Ignore the last comment about not being able to continue watching video after posting a comment. Apparently you can. Not sure what happened before...must be time for a kit kat;-)

  • DevoStevo 6 年 前  | 

    For the second taper node to work in H17, change "Capture Direction x" value to 1 (y, z = 0) to get it to "bend" in the x direction. Also, when you post a comment, you lose your place in the video....how annoying is that!

    • Jeff Farnsworth 5 年, 8 ヶ月 前  | 

      @SteveS_66 thank you for that tidbit on the Bend node in H17.

  • Indie-Pixel 5 年, 8 ヶ月 前  | 

    No prob at all Steve! :-)

  • medendog 5 年, 5 ヶ月 前  | 

    Why when creating a procedurally created object, are the seams for UV's manually selected, that then break when the object geometry changes? Does anyone know of a good tutorial on procedurally selecting seams for UV's that update as the object changes?

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