Developer Interview: Houdini Tools with SideFX
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Well, small/medium intuos pro is way cheaper that iPad Pro + pencil... just saying... And it works better with ZBrush...

by some guy
17 hours ago

It might ultimately be proof of concept now, but the point of showing a low-count bounce raytracing that still looks decent especially after denoising gives us a nice roadmap on the future. Maybe given time, we will move to this as the new standard or at least a probable alternate to baked lighting.

by Nathan Ayotte
18 hours ago

Fuck you I'm stuck in some bullshit game some dickhead thought would be exciting.

Developer Interview: Houdini Tools with SideFX
19 November, 2017

The Unreal team has shared a recording of a livestream with some members of SideFX discussing tools in Houdini that can amp up your UE4 capabilities. Ben Mears gave a brief update on the state of Houdini for UE4. What is more, Luiz Kruel and Paul Ambrosiussen discussed some useful tools, such as UV-Layout, Poly Reduction, the Game Shelf 2.0, Pivot Painter, and more.

Here is an overview of the livestream:

Houdini 16.5 comes with great new tools that game-developers have been asking for! Included are the new more efficient UV-Layout, Poly Reduction Tool, and the awaited Game Shelf 2.0, of which we will be highlighting the biggest ones!

With the improved Texture Sheet tool, Pyro Preview Tool, and the Motion Vectors tool we will show you how to get cinematic quality simulations to the engine.

The Impostor Tool allows an artist to generate a 2D approximation plane of the provided mesh up to 360 degrees of viewing angles. This is great for distant objects, FX, and much more. They will be covering how easy it is to generate these inside Houdini and how to port them over to Unreal Engine.

OSM allows users to convert real life map data into raw geometry that could be used to either quickly prototype cities, generate functional road-networks, or build distant cityscapes using Houdini Engine inside Unreal.

Pivot Painter is a Houdini Digital Asset (HDA) that stores model pivot and rotation information in the model’s vertex data and additional UV channels like the 3DsMax implementation. The Houdini implementation allows for packing this information on both procedural and non-procedural content.

Bringing optimized destruction simulations from DCC’s to a game engine has always been a time consuming task. With the procedural workflow in Houdini using the “Destruction Cleanup” Houdini Digital Asset (HDA), this data can be optimized very easily, and get converted to a format suitable for an engine like Unreal.

Houdini 16’s powerful terrain tools enable the user to create content as detailed as they desire and the Terrain Mesh ROP and Terrain Texture ROP allow for baking this content down to usable formats, making it easier to port into the engine.

Artists love kitbashing meshes together in Unreal to create beautiful scenes, but this often results in a lot of hidden polygons and a high number of actors in the scene. Using the Remove Inside Faces HDA, you can batch these together and only keep the parts you need. This tool will show how easy it is to create an HDA yourself, and publish it for artists to use in HEngine.

Source: YouTube

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