Houdini - Procedural Modeling Tips! - Finding Bridges

In this video we are going to look at how to procedural generate bridges from your paths and terrains. This is especially useful if you are building large worlds procedurally.

Пікірлер: 42

  • @magneticanimalism7419
    @magneticanimalism74193 жыл бұрын

    Wow, thank you so much, this looks amazing. Can't wait to try it.

  • @eggZ663
    @eggZ6633 жыл бұрын

    Doing god's work on this channel, keep em coming!

  • @anxhelo7383
    @anxhelo73833 жыл бұрын

    just found this channel gold mine!

  • @irql2
    @irql23 жыл бұрын

    That looks sick!

  • @Bugulab
    @Bugulab2 жыл бұрын

    Thanks for all your tutorials. Would be great to see more. Especially on the road intersections.

  • @olahaldor

    @olahaldor

    Жыл бұрын

    I agree. Intersections (with a custom profile) is something I still lack to figure out on my own.

  • @speedzification
    @speedzification Жыл бұрын

    fantastic stuff dude!

  • @bricewillous503
    @bricewillous5033 жыл бұрын

    wow ! amazing ! thanks bro !

  • @antoniopepe
    @antoniopepe3 жыл бұрын

    Fantastic. thanks

  • @OnkAnCa64
    @OnkAnCa643 жыл бұрын

    Great, thanks

  • @giuseppemilana6220
    @giuseppemilana62202 жыл бұрын

    You rock 👏🏽

  • @jayantbhatt007
    @jayantbhatt007 Жыл бұрын

    wow wish you have created a full length video :)

  • @jia-linzhou7542
    @jia-linzhou7542 Жыл бұрын

    Hi, I just wanna say this tutorial is awesome, thanks for sharing your knowledge with us! btw. is there a petreon or memberd only post or any other paid link for a full length course for this?

  • @rmr.8323
    @rmr.83232 жыл бұрын

    thank u for the amazing tips, will the whole PDG terrain course showing here? I wanna know the details about this case, hope to learn more!

  • @DavidB-rx3km
    @DavidB-rx3km2 жыл бұрын

    I can't get a red and green (or any other colour) on my "find_height" attribute wrangle node - I can set to either white or black, but if just will not get any other colours!

  • @Ugly_Baby_Gaming
    @Ugly_Baby_Gaming2 жыл бұрын

    hay @Indie-Pixel how are you?.. I'm trying to do a train track using real world data for the curve so don't want to affect the original curve other than cutting it or giving it attributes. I just want to get the height difference of the terrain curve that is snapped to the terrain like you do here. and if the curve is below my original curve have an embankment if it is below by more than maximum embankment height place a bridge. the same with tunnels and valleys in the opposite direction. I'm half way there with this tutorial but this is more suited for roads as it was making my tracks go like a roller-coaster. any advice?

  • @IndiePixel3D

    @IndiePixel3D

    2 жыл бұрын

    Sure thing...so in a wrangle node pump the original curve into input 1 and the snapped curve into input 2 and find the difference in y of the points. Make sure the point numbers are the same between both curves. U thought I had a vid on that. I did one for my patrons recently. We go over tunnels and bridges.

  • @Ugly_Baby_Gaming

    @Ugly_Baby_Gaming

    2 жыл бұрын

    @@IndiePixel3D thank for the quick response. I managed to work that out just before your reply but having trouble somewhere between the attribpromote1 and the split just sending all or nothing as if it's all one color??? the red shows at the find height and the convertline1 is showing loads of primitive numbers.. is there another option for chopping the curve?

  • @IndiePixel3D

    @IndiePixel3D

    2 жыл бұрын

    @@Ugly_Baby_Gaming hmm...I'd have to see your network to see why. Sounds like the split node is the issue. It's looking for red pin color correct? Might need to promote the point color to prims...that's what I would check first.

  • @Ugly_Baby_Gaming

    @Ugly_Baby_Gaming

    2 жыл бұрын

    @@IndiePixel3D yes red. in the atribpromote original class is point new class is primitive that should of done it? stumped on this one? let you know if i suss it out

  • @Ugly_Baby_Gaming

    @Ugly_Baby_Gaming

    2 жыл бұрын

    @@IndiePixel3D AH ha sorted.. added a group before the convert line and Bingo split now works.. Thanks for all your helpful tutorials.. and after care XXX

  • @olahaldor
    @olahaldor Жыл бұрын

    Newbie question; I see your heightfield stays visible when you template it. I only get a bounding plane when I template my heightfield. I've had a look in Display Options, googled.. Can't figure that one ut. 🤯

  • @IndiePixel3D

    @IndiePixel3D

    Жыл бұрын

    No prob...the template flag has two modes to it. To fully draw the geo hold the ctrl key then click the template flag on the node and itll show the complete geometry.

  • @olahaldor

    @olahaldor

    Жыл бұрын

    @@IndiePixel3D Now that you mention it I see there's a tooltip if I just wait long enough for it to appear. 🤦🏻‍♂😂 Thanks for the swift reply! Do you post more Houdini related stuff on your Patreon these days? I just noticed you have one and am eager to learn more!

  • @magneticanimalism7419
    @magneticanimalism74193 жыл бұрын

    :/ You blurred past the part I really wanted to see 18:06, My PolyEx and Bool looks nothing like your example. I really liked this tutorial though, I was able to follow along perfectly this time right up until the blur. You must have added a Attribute Blur node to Adobe Premiere when it was rendering LOL.

  • @IndiePixel3D

    @IndiePixel3D

    3 жыл бұрын

    Ah, sorry bout that. I used the polyextrude on the terrain to insert the terrain borders out past the size of the water geo. This way the terrain is a bit larger than the water in x an z. This helps the boolean node make a clean cut. :)

  • @magneticanimalism7419

    @magneticanimalism7419

    3 жыл бұрын

    @@IndiePixel3D I really appreciate your tutorials and I realize how much time and effort you pour into them. I figured that you were probably tired and wanted to get it done LoL. I am still learning some of the basics and I still feel like such a noob most of the time. I bought your race course on Udemy last year and have been hooked on your tutorials ever since, you have some of the best content out there, it looks amazing and your VEX code just blows me away. I can't thank you enough, so thank you again. :)

  • @magneticanimalism7419

    @magneticanimalism7419

    3 жыл бұрын

    @@IndiePixel3D Is there any chance you're planning to bundle up the tutorials and hip/asset files to put them on gum road like the fire watch tower? I would love that please.

  • @IndiePixel3D

    @IndiePixel3D

    3 жыл бұрын

    @@magneticanimalism7419 yeah, I can do that for sure. I'll get em uploaded this week.

  • @magneticanimalism7419

    @magneticanimalism7419

    3 жыл бұрын

    @@IndiePixel3D That would be so awesome, and appreciated thank you. That would make studying so much easier.

  • @manolov4074
    @manolov40743 жыл бұрын

    Im getting very annoyed with these 20 sec youtube ada.... Whats next 2 mim ads?????

  • @Ugly_Baby_Gaming

    @Ugly_Baby_Gaming

    2 жыл бұрын

    that's down to your internet browser your using try a different one. I use brave by the same people that made firefox don't get any ;-)

  • @vytasrauckis6703
    @vytasrauckis67033 жыл бұрын

    I typed in the snap_to_terrain VEX but I got "undefined variable with "vector samplepos = set(@P.x, 0, @P.z);" and "@P.y = height;". I am a noob so could you explain what I did wrong?

  • @IndiePixel3D

    @IndiePixel3D

    3 жыл бұрын

    Can I see your whole vex code?

  • @vytasrauckis6703

    @vytasrauckis6703

    3 жыл бұрын

    @@IndiePixel3D vector samplepos = set(@P.x, 0, @P.z); int primid = nametoprim(1, "height"); float height = volumesample(1, primid, samplepos); @P.y - height;

  • @vytasrauckis6703

    @vytasrauckis6703

    3 жыл бұрын

    I noticed the "-" instead of "=". But it still has the same error.

  • @vytasrauckis6703

    @vytasrauckis6703

    3 жыл бұрын

    The specific error is "Reference to undefined variable: _bound_P"

  • @IndiePixel3D

    @IndiePixel3D

    3 жыл бұрын

    @@vytasrauckis6703 ahhh...are you using a wrangle node set to run over points?