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Procedural Race Tracks – Houdini 17.5 and Houdini Engine


Introduction :
Project Overview
Introduction
Pre-Requisites for this Course

Installing Houdini and the Houdini Engine :
Introduction
Where to get the Houdini Application
Installing Houdini
Creating a Houdini Project
Using Houdini Projects
Installing the Houdini Engine in Unity 3D
Installing the Houdini Engine in Unreal Engine
Where to find the Houdini Engine Documentation
Conclusion

Houdini Basics :
Introduction
Navigation in Houdini
Overview of the Houdini User Interface
Customizing the User Interface
Creating and Working with Nodes
Component Display

The Basics of Houdini Engine and Houdini Digital Assets :
Introduction
Installing the Indie-Pixel Framework
Creating a Basic HDA
Adding Parameters to our HDA
Import into Unity
Import into Unreal
Creating the Road Cone - Part 1
Creating the Road Cone - Part 2
Creating the Road Cone - Part 3
Creating the Road Cone - Part 4
Creating the Road Cone - Part 5
Test in Unity
Test in Unreal
Conclusion

Tool Kit Planning :
Introduction
Gathering Reference
Defining our Tool Set
Installing the Game Dev Tools into Houdini
Conclusion

Building the Track Tool :
Introduction
Creating the Track HDA and User Curve
Generating the Track Geometry
Adding Parameters to our Track Geometry
Test in Unity
Test in Unreal
Generating the Side Lines
Creating Clean UV's for the Track Geometry
Creating a Helper Utility
Adding Vertex Colors
Test in Unity
Test in Unreal
Conclusion

Fixing the Track Tool :
Introduction
Fixing the Open Curve Issue
Surprise Bonus Lecture!!
Conclusion

Utilizing HDA Inputs & Debugging :
Introduction
Setting up the HDA
Updating the Track Tool
Unity Test
Unreal Test
Debugging with the Houdini Engine
Conclusion

Creating the Track Bumpers :
Introduction
Setting up the HDA
Measuring Curve Length
Detecting Turn Direction
Joining the Curves
Creating the Bumper Geo - Part 1
Creating the Bumper Geo - Part 2
Creating the Bumper Geo - Part 3
Creating the Bumper Geo - Part 4
Section Errata - @Outside Attribute Fix and Explanation
Creating the Bumper Geo - Part 5
Unity Test
Unreal Test
Generate the UV's for the Track Bumpers
1 question
Conclusion

Houdini Core Concepts - Curve Directions and Vectors :
Introduction
Creating Flow Normals
Creating Curve Directions
Conclusion

Creating the Gaurd Rails :
Introduction
Setting up the HDA
Offsetting the Rail Path
Creating the Guard Rail Components
Creating the Guard Rail Components - Part 2
Rail Profile
End Caps
End Cap Geometry
Completing the Caps
Section Errata - Caps Rotation Fix
Adding Materials
Unity Test
Unreal Test
Conclusion

Creating the Tire Stack :
Introduction
Setting up the HDA
Creating the Tire Geometry
Copy and Transform
Randomization
Setting up a Master Control
Basic Collision Mesh
Unity Test
Unreal Test
Conclusion

Setting up Post Processing :
Introduction
Setting up Post Processing in Unity
Setting up Post Processing in Unreal
Conclusion

Creating Terrain with Houdini Engine :
Introduction
Setting up the HDA
Setting the Terrain Size
Unity Test
Upgrading Houdini Engine
Updating the Size Parameter
Terrain Materials
Creating Terrain Layers - Part 1
Creating Terrain Layers - Part 2
Creating Terrain Layers - Part 3
Creating Terrain Layers - Part 4
Terrain Layer Attributes - Part 1
Terrain Layer Attributes - Part 2
Terrain Tweaks & Parameters
Unreal Landscape Material
Conclusion

Designing our Terrains with Houdini Engine :
Introduction
Importing the Track Geometry
Flattening the Terrain
Unity Test
Creating Mountain Shapes - Part 1
Creating Mountain Shapes - Part 2
Creating Mountain Shapes - Part 3
Working with Stamps
Level Design Session
Exporting Stamps to Bgeo
Snapping Terrain to Mountain Stamps
Unreal Engine 4 Differences
Conclusion

Houdini Core Concept - Curve Gradients :
Introduction
Creating the Gradient
Using the Gradient Value
Conclusion

Creating Trees with Houdini :
Introduction
Creating the Trunk
Creating the Leaves - Part 1
Creating the Leaves - Part 2
Adding Ambient Occlusion
Setting up LOD's with HEngine
Creating the Tree HDA
Baking our HDA to a Game Asset
Setting our LOD Screen Sizes
Unity Test
Conclusion

Scattering Trees onto Terrains :
Introduction
Using the Height Field Scatter Node
Tree Prototype Attributes - Unity Only
Tree Instance Attributes - Unity Only
Tree Scatter HDA Parameters
Unreal Foliage HDA
Unreal Tree Instancing
Converting to Foliage Actor - Unreal Only
Conclusion

Creating Rocks with Houdini :
Introduction
Creating a Set of Rocks
Creating the Rock HDA
Scattering Rocks - Unreal
Scattering Rocks - Unity
Unity Test
Conclusion

Creating Grass with Houdini :
Introduction
Creating the Grass Clump
Rendering the Grass Clump
Scattering Detail Grass - Unity Only
Using the Grass Layer - Unreal Only
Conclusion

Building a Generic Object Placer Tool :
Introduction
Setting up the HDA
Creating the Placement Points
Unity Test
Unreal Test
Conclusion

Creating a Perimeter Fence :
Introduction
Setting up the HDA
Creating the Wall
Creating the Posts
Creating the Fence Geometry
Creating the Sign Geometry
Packing the Sign UV's
Creating the Materials
Unreal Test
Unity Test
Conclusion

Creating Procedurally generated Signs :
Introduction
Quick Start to COP's
Creating Sign Stripes
Adding Text
Adding Noise
Exporting Textures
Texture Packing
Conclusion

Rally Tracks - Creating the Terrain :
Introduction
Setting up the HDA
Finishing up the Terrain
Creating the Track Tool HDA
Creating a Custom Track Shader
Importing the Proxy Track
Terrain Layers - Part 1
Terrain Layers - Part 2
Terrain Layers - Part 3
Adding Terrain Layer Parameters
Conclusion

Rally Tracks - Track Deformation :
Introduction
Creating a Track Layout
Leveling the Track to the Terrain
Track Turn Detection
Turn Falloff
Track Shoulders
Track Banking
Terrain Deformation - Part 1
Terrain Deformation - Part 2
Terrain Deformation - Part 3
Unity Test
Conclusion

Conclusion :
Conclusion