Houdini 19.5, UE5 – Procedural Stylized Pencil Case(s) + RBD
Houdini 19.5, UE5 – Procedural Stylized Pencil Case(s) + RBD, available at $39.99, has an average rating of 4, with 68 lectures, based on 1 reviews, and has 31 subscribers.
You will learn about Better understand procedural modeling in Houdini with provided examples. Increase understanding of Houdini. Houdini's For Each Loop. How to randomize shape, colors, etc. How to create Houdini Digital Asset specifically for Unreal Engine 5. How to add Rigid Body Simulation to pencils per case. How to create Unreal Engine 5 specific attributes (Nanite, LOD screen size). How to create Unreal Engine 5 collision and LODs groups. How to add vertex colors to procedural model(s). How to create procedural pencil. How to scatter pencils within pencil case. How to create procedural pencil case. How to scatter pencil cases within area bounds and randomize each case/pencil. This course is ideal for individuals who are Environment artists who want to speed up/automate their workflow. or Indie developers. or 3D modelers from other software (Blender, C4D, 3DS Max, Maya, Modo). or Beginner Houdini users. It is particularly useful for Environment artists who want to speed up/automate their workflow. or Indie developers. or 3D modelers from other software (Blender, C4D, 3DS Max, Maya, Modo). or Beginner Houdini users.
Enroll now: Houdini 19.5, UE5 – Procedural Stylized Pencil Case(s) + RBD
Summary
Title: Houdini 19.5, UE5 – Procedural Stylized Pencil Case(s) + RBD
Price: $39.99
Average Rating: 4
Number of Lectures: 68
Number of Published Lectures: 68
Number of Curriculum Items: 68
Number of Published Curriculum Objects: 68
Original Price: $69.99
Quality Status: approved
Status: Live
What You Will Learn
- Better understand procedural modeling in Houdini with provided examples.
- Increase understanding of Houdini.
- Houdini's For Each Loop.
- How to randomize shape, colors, etc.
- How to create Houdini Digital Asset specifically for Unreal Engine 5.
- How to add Rigid Body Simulation to pencils per case.
- How to create Unreal Engine 5 specific attributes (Nanite, LOD screen size).
- How to create Unreal Engine 5 collision and LODs groups.
- How to add vertex colors to procedural model(s).
- How to create procedural pencil.
- How to scatter pencils within pencil case.
- How to create procedural pencil case.
- How to scatter pencil cases within area bounds and randomize each case/pencil.
Who Should Attend
- Environment artists who want to speed up/automate their workflow.
- Indie developers.
- 3D modelers from other software (Blender, C4D, 3DS Max, Maya, Modo).
- Beginner Houdini users.
Target Audiences
- Environment artists who want to speed up/automate their workflow.
- Indie developers.
- 3D modelers from other software (Blender, C4D, 3DS Max, Maya, Modo).
- Beginner Houdini users.
Grateful for you taking a look.
To adjust your expectations, I won’t be sharing source files (HDA and HIP). This is done on purpose so you can practice and get a better feel using Houdini.
My personal mission is to do my best to help people actually get a feel of Houdini and use its power. There’s no shortcut to understand something without practice.
The course is fully narrated. The only very last video is a timelapse.
Houdini is all about efficiency. You create a tool once, use it on multiple projects, and polish it to suit different tasks.
Even though the final models look simple, this course covers some common procedural modeling approaches such as randomization, for each loops, and other faced things when making procedural models. Understanding similar techniques will help to approach any other model that you need to create.
This course starts from the upper beginner level and “climbs” to the intermediate-advanced level. The course is split into small parts so it doesn’t feel overwhelming.
This course is aimed to:
– provide examples that might be used in a real-world scenario rather than creating an abstract model.
– increase your understanding of Houdini and how certain things work.
– increase your understanding of uses cases of Houdini Engine for Unreal Engine 5.
This is a project-based course where we’ll create 4 Houdini Digital Assets (HDA) that you can reuse in different projects:
1. Pencil HDA.
2. Case HDA.
3. Case + Pencil HDA (scatter pencils within the case).
4. Scatter cases with pencils within area bounds HDA.
All HDAs expect “Case HDA” will have support for Rigid Body Simulation, in other words, pencils will interact with collision geometry. I’ve created this model for my own environment project and thus decided to share my approach to creating it.
The course has 3 sections:
1. Pencil HDA creation + RBD.
2. Pencil case HDA + scattering pencil HDA within that case and randomizing pencils + RBD.
3. Scatter pencil cases, randomizing cases/pencils RBD.
Some of the lectures contain additional description with the information I missed explaining. Such as what’s the purpose of certain node(s).
Course Curriculum
Chapter 1: Creating procedural pencil with RBD support
Lecture 1: Creating base shape
Lecture 2: Creating wood and tip
Lecture 3: Closing bottom hole, modifying base shape
Lecture 4: Creating groups
Lecture 5: Adding shaving effect
Lecture 6: Polishing shaving effect
Lecture 7: Finishing tip
Lecture 8: Adding bottom circle (pencil lead part)
Lecture 9: Fixing bottom circle open hole
Lecture 10: Polish base shape (get rid of harsh edges)
Lecture 11: Organizing node graph
Lecture 12: Adding vertex color
Lecture 13: Rigid Body: preparation
Lecture 14: Rigid Body preparation: making pencil as a single mesh
Lecture 15: Creating Rigid Body Simulation
Lecture 16: Rigid body: dynamically place pencil on top of any input geometry
Lecture 17: Finalize: creating normals
Lecture 18: Finalize: additional cleaning
Lecture 19: Finalize: creating collision group
Lecture 20: Finalize: creating Nanite attribute
Lecture 21: Finalize: creating LODs
Lecture 22: Finalize: creating LOD Screen Size
Lecture 23: Finalize: organize graph
Lecture 24: HDA: Creating HDA
Lecture 25: HDA: creating shape parameters
Lecture 26: HDA: controlling parameter(s) visibility with "hide when" parameter option
Lecture 27: HDA: creating color parameters
Lecture 28: HDA: creating nanite parameter
Lecture 29: HDA: adding simulation parameters
Lecture 30: Unreal Engine: creating project
Lecture 31: Unreal Engine: testing HDA
Lecture 32: Unreal Engine: enabling Nanite and LODs
Lecture 33: End of the Section
Chapter 2: Creating pencil case and adding RBD simulation to pencils
Lecture 1: Creating Pencil Case Part 1
Lecture 2: Creating Pencil Case Part 2
Lecture 3: Adding Vertex Colors, Unreal Attributes, Collision Group, Low Poly
Lecture 4: Creating Case HDA
Lecture 5: Case HDA – part 1
Lecture 6: Case HDA – creating parameters – part 2
Lecture 7: Case HDA – creating parameters – part 3 (controlling UI with toggles)
Lecture 8: Preparation for scattering pencils within the case bounds
Lecture 9: Creating For Each Loop with For Each Metadata node
Lecture 10: Copying (scattering) pencils inside case shape
Lecture 11: Creating randomization controller (Null node)
Lecture 12: Randomizing pencils/case colors/etc
Lecture 13: Adding RBD and fixing attributes mismatch on Merge
Lecture 14: Sped up RBD simulation
Lecture 15: Clean up, normals and collision group
Lecture 16: Creating group LODs and lodx_screensize attributes
Lecture 17: Organizing node graph
Lecture 18: Pencil case HDA – creating parameters – part 1
Lecture 19: Pencil case HDA – creating parameters and testing – part 2
Lecture 20: Testing Pencil Case HDA in Unreal Engine 5 and creating two variations
Chapter 3: Scattering pencils cases with pencils RBD simulation
Lecture 1: Preparation: creating scatter area bounds
Lecture 2: Creating For Each Loop
Lecture 3: Creating Debug Plane
Lecture 4: Creating randomization controller (Null node)
Lecture 5: For each loop: randomizing pencils (shape, shaving, etc.)
Lecture 6: For each loop: randomizing case shape (height, radius)
Lecture 7: For each loop: randomizing case channel ramp shape
Lecture 8: For each loop: randomizing colors (pencils and cases)
Lecture 9: Creating Rigid Body simulation
Lecture 10: RBD: troubleshooting (when object passing through geometry)
Lecture 11: Cleaning attributes, etc
Lecture 12: Creating LODs
Lecture 13: Creating HDA parameters
Lecture 14: Testing inside Unreal Engine
Lecture 15: Creating a scene for renders (timelapse)
Instructors
-
Dmitriy Zub
Procedural Environment Artist / Technical Artist
Rating Distribution
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- 2 stars: 0 votes
- 3 stars: 0 votes
- 4 stars: 1 votes
- 5 stars: 0 votes
Frequently Asked Questions
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