Stephen Hauer
haueryou26
About Me
EXPERTISE
Game Artist
INDUSTRY
Gamedev
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United States
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Recent Forum Posts
Houdini Engine: Figuring out how to use instancing and exposing those Parameters in Unity May 11, 2017, 11:18 a.m.
Hey Guys,
Im trying to figure out how to utilize Houdini Instancing within Unity using Houdini Engine. I have never attempted this before but the general idea is this.
I want to be able to create a building using prefabs I have authored in 3d max. I would rather not hard code these connections. I would rather the prefabs I provide it be independent of the Houdini frame work I created. By doint this I will have more flexibility and I can get more variation as I develop modular assets. I got the idea from the Instance Variations in Unity video
https://www.sidefx.com/tutorials/instance-variations-and-replacements-unity/ [sidefx.com] Unfortunately this video doesn't talk about what you need to do to expose the prefab variables for the starfish within Unity. He only talks about how he structured it for Houdini which I have a working example of but cannot replicate. I attached a screenshot from the video that shows the characteristics I would like to have access to in Unity along with a video showing my model and what I see in Unity.
Should also be pointed out I DONT want to embed the geo data. I would rather it be completely flexible where I can feed it any number of prefabs in Unity and have it create a new asset based off those assets.
Please let me know if anyone has suggests or feedback about how I should be approaching this
Im trying to figure out how to utilize Houdini Instancing within Unity using Houdini Engine. I have never attempted this before but the general idea is this.
I want to be able to create a building using prefabs I have authored in 3d max. I would rather not hard code these connections. I would rather the prefabs I provide it be independent of the Houdini frame work I created. By doint this I will have more flexibility and I can get more variation as I develop modular assets. I got the idea from the Instance Variations in Unity video
https://www.sidefx.com/tutorials/instance-variations-and-replacements-unity/ [sidefx.com] Unfortunately this video doesn't talk about what you need to do to expose the prefab variables for the starfish within Unity. He only talks about how he structured it for Houdini which I have a working example of but cannot replicate. I attached a screenshot from the video that shows the characteristics I would like to have access to in Unity along with a video showing my model and what I see in Unity.
Should also be pointed out I DONT want to embed the geo data. I would rather it be completely flexible where I can feed it any number of prefabs in Unity and have it create a new asset based off those assets.
Please let me know if anyone has suggests or feedback about how I should be approaching this