Houdini - Procedural Modeling Tips! - Slope Reduction for Paths

  Рет қаралды 15,856

Indie-Pixel

Indie-Pixel

Күн бұрын

Пікірлер: 23
@ujjawalparajuli2710
@ujjawalparajuli2710 3 жыл бұрын
Thank you for all your tutorials. Every time I get to learn something new from your tutorials.
@evening8990
@evening8990 3 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
@GangOfCritters 3 жыл бұрын
Thank you for yet another video!
@sams_3d_stuff
@sams_3d_stuff 3 жыл бұрын
Thank you sensei, amazing as always!
@lemmonsinmyeyes
@lemmonsinmyeyes 3 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 2 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
@evanlane1690 2 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
@dnch 3 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!
@ahmede6482
@ahmede6482 3 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 :)
@firas3d
@firas3d 3 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.
@vincentthomas8492
@vincentthomas8492 2 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!!:)
@dwiinelprotonautaderadioma9480
@dwiinelprotonautaderadioma9480 3 жыл бұрын
😍
@yuling1683
@yuling1683 2 ай бұрын
Hello, is there a place to buy the project file for this minimap~
@lucaprones4415
@lucaprones4415 2 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
@Zaricie 2 жыл бұрын
нас градами по жилым домам лупят, о чем вы вообще
@Moctop
@Moctop 3 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
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