Houdini - Procedural Modeling Tips! - Slope Reduction for Paths

Пікірлер: 22

  • @ujjawalparajuli2710
    @ujjawalparajuli27103 жыл бұрын

    Thank you for all your tutorials. Every time I get to learn something new from your tutorials.

  • @evening8990
    @evening89903 жыл бұрын

    Great tutorial Kenny, you're flexing your Vex! Really helpful to see Vex examples within a practical world building context. Cheers, keep them coming :)

  • @GangOfCritters
    @GangOfCritters3 жыл бұрын

    Thank you for yet another video!

  • @sams_3d_stuff
    @sams_3d_stuff3 жыл бұрын

    Thank you sensei, amazing as always!

  • @lemmonsinmyeyes
    @lemmonsinmyeyes3 жыл бұрын

    Thanks for the info! I hope there is a part 2 where you show how to apply this with the HF to get the path materials working *please*

  • @gabrielpereira6930

    @gabrielpereira6930

    3 жыл бұрын

    I would like to know how to apply to the terrain too

  • @Ugly_Baby_Gaming

    @Ugly_Baby_Gaming

    Жыл бұрын

    once you have your curves set up you can sweep them with the road (use a split to filter out your bridges and tunnels) then use the rest to do a height field project to affect the height field

  • @evanlane1690
    @evanlane16902 жыл бұрын

    Do you know if the solver version of the path smoothing is deterministic? I'd worry for big levels with a lot of procedural assets placed after the terrain and roads that this might not be predictable and might impact art directed assets that are manually placed. I'm very new to Houdini, and I'm not sure how the solver internals work.

  • @dnch
    @dnch3 жыл бұрын

    what, getting angle between two vectors is that easy? i was searching for the solution the other day, couldnt find it.. this is gold, thank you!

  • @firas3d
    @firas3d3 жыл бұрын

    Hello, If you allow me to suggest, I would use attributeBlur the @P.y only, I think this is doable by creating a new float att @Py, blur it, then assign it to @P.y = @Py Thanks for the video.

  • @ahmede6482
    @ahmede64823 жыл бұрын

    Hi thank you for the tutorial in the ray sop you can use method : (minimum distance) to have the line projected into the terrain thanks!

  • @IndiePixel3D

    @IndiePixel3D

    3 жыл бұрын

    Yep, you can totally use the ray sop too...I just prefer to use the volume sample technique...both are valid.

  • @ahmede6482

    @ahmede6482

    3 жыл бұрын

    @@IndiePixel3D thanks :)

  • @dwiinelprotonautaderadioma9480
    @dwiinelprotonautaderadioma94803 жыл бұрын

    😍

  • @vincentthomas8492
    @vincentthomas84922 жыл бұрын

    Are you considering selling a tutorial compiling your all serie? Great content here! thks

  • @IndiePixel3D

    @IndiePixel3D

    2 жыл бұрын

    I have thought about it...though they are also all on my patreon page as well. Not totally sure yet...still planning out the year. Thanks!!:)

  • @lucaprones4415
    @lucaprones44152 жыл бұрын

    Why not a foreach loop instead of solver node?

  • @IndiePixel3D

    @IndiePixel3D

    2 жыл бұрын

    Solver node is faster. But you are more than welcome to use a for each node. It will work thr same.

  • @Zaricie
    @Zaricie2 жыл бұрын

    нас градами по жилым домам лупят, о чем вы вообще

  • @Moctop
    @Moctop3 жыл бұрын

    You tend to drag our your vex a lot...to group the ends bit for example, you use several lines and an if statement, when you can just use one line i@group_ends = neighbourcount(0,@ptnum)==1;

  • @IndiePixel3D

    @IndiePixel3D

    3 жыл бұрын

    That is definitely one way to do it. Thanks for the suggestion..remember that not everyone watching knows vex.

  • @dnch

    @dnch

    3 жыл бұрын

    these shortcuts are not easy to understand to beginners.. so i dont mind longer code that is easy to understand