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TOTAL DURATION: 4h 54m 46s
Recently, SideFX held a games workshop which involved a full day of hands-on Houdini training. These recordings from the Tech Artist track are now available for you to go through at your own pace. These lessons cover a range of topics from grooming to Python States.
Thanks to NAD [École des arts numériques, de l’animation et du Design] for hosting us in Montreal for the in person workshop.
Learn how to use PDG to set up automated pipelines to batch process heavy assets while trying to maintain good performance.
Ben shows how to use Houdini's Conditional Vertex Animation Textures technique to blend baked destruction simulation with dynamic gameplay inputs.
Learn the key steps in bringing a groom from Houdini into Unreal Engine.
In this practical demonstration, we'll be discussing how to make tools that are intuitive, predictable, modular, flexible and build insight through the use.
In this session Paul will be teaching you the basics on how to get started with Python States to control interaction in the viewport. These states let you write custom behaviour based on input from mouse, pen, keyboard or any other input device. Using these essential skills you can let tools behave exactly the way you want them to. The learning outcomes of this session are a great primer to explore deeper into writing custom python code in Houdini specifically for Tool Development.
Let's take a look at shape generation in Houdini and how it can help us create robots/spaceships/blockouts quickly in an iterative fashion. By the end of the session, we will have a block out generator to quickly test new forms in Unity.
In this workshop Erwin will explain how to use his road network tools, recently added to the Sidefx LABS toolkit, to easily edit and manage complex road networks. Maintaining clean road networks is vital for expansive environments, be it for open worlds in video games, or procedural city generation. However, cutting and merging curves can quickly destroy the attributes that carry useful information, like the road width & road type. The new LABS “Merge Splines” & “Poly Scalpel” SOP nodes can be used to create and edit these complex networks or roads splines, while managing attributes, groups and curve direction. Combined with a few tricks of the trade, Erwin will demonstrate how managing and merging road splines and surfaces has never been easier.
This session explores the principles of setting up your colour management workspace to achieve rendering parity between Houdini’s Karma renderer and your game engine, using Unreal Engine 5 as an example. It explores some of the practical applications of having a colour-matched viewport render in Houdini for iteration, look-dev and ground-truth rendering.
COMMENTS
FaitelTech 2 years, 7 months ago |
Incredible track! Thanks to all contributors.
Ziboo 2 years, 7 months ago |
Hello. I can't find this track on the official Houdini youtube channel. Would it be possible to make it available ? Thanks
hayleymccabevsfx 1 year, 3 months ago |
Why are the files for the second part of Ben C Advanced Conditional VAT not included in the project files?
OvidiuChiriac 7 months, 3 weeks ago |
Hi Hayley, did you find a second part ?
h326870330 10 months, 3 weeks ago |
Hi, I don't know why when I open the Groom Chipmunk project file, it showed "Load warnings for H:/downloadAsset/learning-source-file/gamesworkshop_tech_track/Tech Track/MorganM_GroomingForGames/Chipmunk_groom.01.hip
Warning: Problem while synchronizing child node:
Warning: Too many elements found for parameter "/obj/Chipmunk_hairgen_body/BOUNDS Bounding Type".
[/obj/Chipmunk_hairgen_body/BOUNDS]
Problem while synchronizing child node:
Warning: Too many elements found for parameter "/obj/Chipmunk_hairgen_whiskers/BOUNDS Bounding Type".
[/obj/Chipmunk_hairgen_whiskers/BOUNDS]
Problem while synchronizing child node:
Warning: Too many elements found for parameter "/obj/Chipmunk_hairgen_legs/BOUNDS Bounding Type".
[/obj/Chipmunk_hairgen_legs/BOUNDS]
Problem while synchronizing child node:
Warning: Too many elements found for parameter "/obj/Chipmunk_hairgen_tail/BOUNDS Bounding Type".
[/obj/Chipmunk_hairgen_tail/BOUNDS]
" and the fur not perform well. How to fix that?
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