このレッスンでは、Unity などのゲームエンジンで使用する SF 調パネルジェネレータの作成方法を学習します。これはアーティストが使用する高レベルのツールで、Adobe Photoshop で作成したデザインをゲーム内で使用する3Dパネルにすばやく変換できます。Houdini のノードベースのワークフローと SideFX GameDevツールを使って、テクニカルアーティスト向けに、このようなツールの構築方法を学習します。


すべてのノードとネットワークは、Houdini Digital Asset (HDA) としてまとめられ、Houdini Engine プラグインを経由して Unity にロードできます。このツールの完成すれば、このジェネレーターツールとPhotoshop からのデザインを使用してゲームレベルをすばやく設定し、高品質のゲームアートの作成が可能になります。


INTRODUCTION

概要では、完成したアセットと Houdini と Unity の両方で機能するさまざまなコントロールを紹介します。パラメータの種類と複数のレイヤを持つ Photoshop ファイルから高品質のゲーム対応モデルに変換する方法を学習します。

再生時間: 04:25

PART 1 | MODELING THE PANEL

このレッスンでは、GameDev Trace PSD ツールから開始し、そこからパネルのさまざまなレイヤのモデリングを行います。パーツの相対的な配置方法や、個々の異なるデザインを PSD ファイルをプロシージャルに処理できるようにノードで設定する方法を学習します。

再生時間: 33:43

PART 2 | ADDING DETAIL

パネル基板ができれば、PSD ファイルのレイヤをさらに利用し、溝などや用意してあるパーツを配置してジオメトリのディテールの追加方法を学習します。さらに、パネルの高解像度バージョンと低解像度バージョンの両方を設定して、テクスチャをベイクできるようにします。

再生時間: 37:29

PART 3 | CREATING THE DIGITAL ASSET

ノードネットワークを Houdini Digital Asset (HDA) にまとめ、アーティストが作業するための高レベルのツールにする時間が来ました。主要なノードからパラメータを露出させてツールのインターフェイスを構築し、レベルビルダーがゲームのレイアウトに使用できるよう Unity でテストする方法を学習します。

再生時間: 37:21

注: Houdini Digital Asset で利用可能なコントロールは、ゲームエディタ内でのみ利用可能です。 この成果物はゲームコンパイル時にベイク処理され、ランタイム時にはプロシージャルなコントロールは使用できなくなります。


CREATED BY

SIMON VERSTRAETE

Simon is a tech Artist that loves building procedural tools and assets. By adding more and more procedural approaches to his workflow, he is able to build 3D models with speed and flexibility. During his studies at Digital Arts and Entertainment, he taught himself how to work with Houdini. After his studies, he started working on Ary and the Secret of Seasons at eXiin. Currently he is a Houdini freelancer and focuses on creating procedural content.

More from Simon Verstraete

コメント

  • spieluhr_x 5 年, 1 ヶ月 前  | 

    Just in case someone face the same problem as me, you need to update your GameDev Tools to a non production build (1.203 worked for me).

    Otherwise you might not see the "layers to extract" option within the trace PSD file.

  • David Inlines 5 年, 1 ヶ月 前  | 

    Wow! Good Work! Its very nice!!

  • bazuka 5 年, 1 ヶ月 前  | 

    Great work mate

  • BlissettDMB 5 年, 1 ヶ月 前  | 

    The geo generation works for Me, but the Normal Map baking is not working.
    I've upgraded to 17.5.391 and the GameDevTools to version 1.203.
    Does this work with the Indie edition or is there an additional step that I'm missing.
    This is a great tool. Any help would be greatly appreciated.

    • BlissettDMB 5 年, 1 ヶ月 前  | 

      Here is a video showing issue:

      https://youtu.be/3GgqN48sBJo

      Again, the geo is being generated, but the Normal Bake only generates a blue texture with no elevation in the Normal Map.

      • BlissettDMB 5 年, 1 ヶ月 前  | 

        Now using the simple baker and able to get the normal's exported.

        • Simon_V 5 年, 1 ヶ月 前  | 

          In case you still wanna use the Maps baker (which I can recommend), here is a temporary fix.
          https://imgur.com/a/hMdELnn
          You place null nodes for the high and the low poly, then freeze the null node (which will store the data in the null nodes)

  • Kjetil 5 年, 1 ヶ月 前  | 

    Hello. I am new to Houdini. Is it possible to complete this tutorial with Apprentice version, combining Houdini & UE4/Unity?

    • Simon_V 5 年, 1 ヶ月 前  | 

      The apprentice version doesn't include the plugin for the game engines. You will need to look at the Indie license, if you fully wanna use it. You could still build the tool but not open it in game engines.
      More about Indie license here https://www.sidefx.com/buy/#houdini-indie
      Or you can get also one on steam https://store.steampowered.com/app/502570/Houdini_Indie/

      • Kjetil 5 年, 1 ヶ月 前  | 

        Thank you for reply and this tutorial. It is a gift to get this sort of insight.

  • BlissettDMB 5 年, 1 ヶ月 前  | 

    Super Awesome!!! The workaround works a treat.

    *****************************************************
    *********PLEASE FOLLOW [Siver] Fix!!!**********
    *****************************************************
    Walkthrouh:- https://youtu.be/aAwqX1ryGZw

  • gabhpe 4 年, 11 ヶ月 前  | 

    Hello Simon Verstraete.
    Great tutorial.
    I have one doubt. In the introduction video, you have a variation of this tool to make a modular kit. How can I separate the meshes in unity to select the parts individually?
    Thanks !!!

    • Simon_V 4 年, 11 ヶ月 前  | 

      Hey, Thanks.
      The variation of the modular kit was made in Houdini and separated in Houdini as well. You could build a system that export different piece of the HDA in Unity.
      But to keep it simple for the video I just separated it in Houdini and textured it in Substance.

  • ALDE 4 年, 7 ヶ月 前  | 

    Hey Simon,
    I am working in Houdini 18.0.348
    I have got a problem or a question. I am trying to reproduce your tutorial, but I get stuck where you introduce the second loop for each connected pieces. Everything works fine until I try to copy the bevelled pieces on to the provided points, for some reason the bevelled pieces shift on the Z-axis, so they do not match the pipes any more.

    • ALDE 4 年, 7 ヶ月 前  | 

      Okay, I found my mistake

  • goingbananas 4 年, 7 ヶ月 前  | 

    Hello Simon. I'm using Houdini v18.0.426.
    When working on the blue line that cuts across the top panel, the Polybevel after the Boolean shatter node deforms the nearby rectangle (from Layer 3). This is happening before the bevel even touches that geometry. The Polybevel from my version is different than the one in your video. Your project files don't exhibit this since it uses the old Polybevel node. Any tips on how to fix this in the newer version?

    • Simon_V 4 年, 7 ヶ月 前  | 

      Hey, Using the new Polybevel should give you the same results. Make sure to export the A-B seams in the boolean and use them in the bevel. Or other possibility that can happen is that there is not enough room for a bevel.

  • MrFlamey 4 年, 6 ヶ月 前  | 

    I made it through the tutorial and am now a lot more comfortable using Houdini. Thanks so much for providing these tutorials for Houdini users to learn from.

    I had a couple of problems that really slowed me down:
    1. The boolean shatter result seemed to flag the abseams incorrectly when using the connected pieces loop. All of the pieces that were not touched by the boolean had the abseams group added and the bevel result was a mess. I had to remove the loop to get an acceptable result, but in this case, the bevel couldn't be adjusted much before I started to get artefacts.
    2. I couldn't get the lattice to have 50 divisions in z because Houdini told me it was too many. I'm not sure if this is a limitation of the current version of the lattice node, or if there was some other issue holding it back. I spent quite a long time trying to increase it, but to no avail.

    In the end, I did finish the tutorial, and learned a lot in the process. The resulting low poly mesh was not particularly great, and didn't look great in Houdini, but it looks like your result with normal map applied was decent in Unity. It's an interesting technique, and maybe would produce really nice output with a remesher instead of polyreduce/decimate. Still, it seems like your result was a bit better than mine :D

    • SiRpRoHxO 3 年, 11 ヶ月 前  | 

      2. From the docs:
      "Houdini only supports divisions up to 30 when the interpolation type is set to Bezier."

  • eraban 4 年, 3 ヶ月 前  | 

    I can select a psd file but not the one showed in the tutorial. It is another one and it is the only one showing up when i try to select psd file in houdini. Please Help

  • KieranLatham 4 年, 3 ヶ月 前  | 

    Is there a way to assign vertex colours or group the geometry to make an ID map in substance?

    Just when I import the geometry into Substance, the only way I can differentiate textures is through polygon fill, which takes a lot more time, usually i'll have the geometry grouped and given a unique colour to make materials a lot easier to manage.

    I was wondering how did you approach this?

    • Simon_V 4 年, 3 ヶ月 前  | 

      With the color node you can create an ID map. I used a technique in the crate video to render out ID maps and mask to texture it. https://www.youtube.com/watch?v=HMh3JyGui1Q

      • KieranLatham 4 年, 3 ヶ月 前  | 

        HI Simon.

        Thank you for your response.

        I was hoping it would be something like that, plus I saw at the beginning of the videos for the scifi crate that you mentioned more about it, i'll be sure to watch that video you linked.

        Cheers.

  • fractaledvisions 4 年, 3 ヶ月 前  | 

    Is this related to the Sci Fi Panels tool that comes with the Labs installation? It doesn't seem to have the same options.

    • Simon_V 4 年, 3 ヶ月 前  | 

      The Sci fi Panels from Labs is a different one. This tool was made for the Rebirth project from Quixel https://youtu.be/OKm8MaKf9pU?t=2330

  • badb3nd3r 4 年 前  | 

    As the Docs says, the copy to stamp is not longer the best way. I tried for self learning a solution with copytopoints Node. But it says the Index have to be a Int or String to be processed in the copytopoints Node. I tried to find an option to attribute randomize to output an INT but it seems the attribute randomize node cant do that? So in this case Stamp is the better solution or how would you use the copytopoints Node instead of the stamp node for the Index Attributes?

    • Simon_V 4 年 前  | 

      In the copy to points use the "piece Attribute" option to control which model is copied on what point. The attribute you use need to be an INT and you can use the "attribute Cast" node to convert a Float to an Int. In newer videos I use this method as well.

      • badb3nd3r 4 年 前  | 

        Thanks for your reply! I converted it to int with the cast node, that worked. But i got weird results, the geometry is not complete copied on the Points, just one primitive of the source geometry. Here is a picture of the result and node options with a basic cube. https://s12.directupload.net/images/201122/cawtbhur.jpg

        Pack and Instance is also not working. Every time i get lost in something small like this and seems impossible to solve, cause i dont know whats going on with Houdini, is it me or the engine. ┐(^▂ ^;)┌

        I will search for other tutorials from you. Realy nice tutorials from you!

        • zhulinda 1 年 前  | 

          Hi, I'm wondering if you solved this issue? I have the same issue with missing primitives of the source geometry.

  • Ferdinand13 3 年, 5 ヶ月 前  | 

    Hi Simon,

    Just going over your tutorial and it's a treat :-) Just wondered about one thing - I'm using Houdini 18.5.563 with the 18.5.563 version of SideFX Labs. In the "Labs Trace PSD File" node the "Preview Mode" option from your tutorial seems to be missing, which is a shame, because that would make it a lot easier to manage all of the different layers. Is that a bug or was it left out on purpose in newer versions? Thanks for letting me know.

    Also - just as a side question - I created the panel design in Adobe Illustrator, which - at least in my opinion - is the better tool for the job instead of Photoshop. I exported a PSD file from Illustrator (which comes with its own problems) and things worked fine for the most part inside Houdini. However, I wonder, if there wouldn't be a better option to import those vector files generated inside Illustrator directly into Houdini, instead of going via the PSD roundabout. Is there an efficient way to replicate your tutorial using Houdini's vector file import functionality? Just out of interest :-)

  • serinoac 3 年, 1 ヶ月 前  | 

    No preview mode in Labs Trace PSD File. End of the tutorial for me.

Please log in to leave a comment.