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.

TOTAL DURATION: 4h 3m 32s

Recently, SideFX held a games workshop which involved a full day of hands-on Houdini training. These recordings from the Artist track are now available for you to go through on your own. These lessons cover a range of topics from an introduction to procedural workflows to Realtime FX.

Thanks to NAD [École des arts numériques, de l’animation et du Design] for hosting us in Montreal for the in person workshop.

NOTE: One lesson from this workshop Houdini Foundations for Games which teaches how to create procedural assets for Unreal has been published as its own standalone lesson.

This session will introduce artists to the challenges, possibilities and chances of working procedurally in Houdini. Based on abstract artworks, relying on seminal generative techniques, we'll explore the different approaches of working in Houdini and interfacing it with realtime engines.
In this workshop we will go through the retargeting workflow in KineFX, with the aim of creating a simple, loopable, game-ready walk cycle. We will touch on importing our character and animation clip into Houdini, retarget the clip onto our custom character, create the animation loop, perform any additional minor clean ups that we might need and finish with exporting everything via .fbx and importing the result into Unreal engine. Houdini does not have to be difficult to learn and to illustrate this, Mihnea plans to use mostly interactive tools and promises to spend most of the time looking at pretty pictures and not numbers.
In this beginner oriented session, you'll learn the basics of generating a heightfield terrain in Houdini along with masks to drive material layering in UE5. We'll use a combination of procedural techniques and user-directed blockout shapes to auto-sculpt the terrain.
Want to create procedural vegetation assets for your projects? Learn how to rapidly generate vegetation and vegetation variants with Houdini’s procedural tools in this workshop. We’ll also show how to bring these assets together in Unreal and apply them to a virtual world.
Mai shows you new tools and workflows for processing and UV-ing high-res geometries such as photogrammetry assets.
Recently a new building generator has been added to SideFX Labs. In this workshop you learn how to use this tool to generate buildings for Unreal Engine. Starting from scratch with using simple shapes the buildings are created and basics are explained on how to use the building tool. Megascans assets are then used with the tool to quickly create good looking results into the game engine.
This workshop will focus around using textures and flipbooks to make real-time FX. With Houdini we can do complex simulations like pyro simulation. The simulation will then be turned into a flipbook so it is usable for the game engine. Learn different ways and techniques on how to get and use the flipbooks of Houdini in Unreal engine.

CREATED BY

SideFX
SIDEFX

For over thirty five years, SideFX has been providing artists with procedural 3D animation and visual effects tools designed to create the highest-quality cinematic results. We are passionate about what our customers do because our roots are in production, both as artists and as pioneering technical innovators.

More from SideFX

COMMENTS

  • Kiloppa 2 years, 9 months ago  | 

    Hey SideFX, the Terrain workshop lacks sound during the presentation. Please fix. Thank you.

    • rmagee 2 years, 9 months ago  | 

      Fixed

    • Kimj 2 years, 8 months ago  | 

      How would you add the corners? There are 2 inputs but only the left one work in builing pattern ?

      • colthurst 2 years, 4 months ago  | 

        do i have to pay for the line

        • Lupoluke 2 years, 1 month ago  | 

          Question about - Building Generator.

          In Attribute create can i use the string field as a parameter for my HDA in unreal? In this way I could fill the string field (the path asset) directly in ue4.

          Thanks

          • Korin 1 year, 4 months ago  | 

            In Houdini 20.0.547 and UE 5.3 the step with referencing Megascan geometry doesn't work properly. The assets don't load .

            Please log in to leave a comment.