VEX-Driven Procedural Traffic System
Subscribe:  iCal  |  Google Calendar
Cologne DE   20, Aug — 25, Aug
Vienna AT   23, Aug — 25, Aug
Anaheim US   27, Aug — 30, Aug
SEATTLE US   30, Aug — 3, Sep
Vancouver CA   4, Sep — 7, Sep
Latest comments

Oh shit!

by S.K.O
1 days ago

VUE without competition

Can you please give us a walkthrough how to implement this into Maya? would be super helpful. Thanks a lot.

VEX-Driven Procedural Traffic System
14 August, 2019

Franco Pizzani has recently shared a WIP video his VEX-driven procedural traffic system with traffic lights, stop signs, pedestrians, and yield behaviors.

“Speed is x5. Render is Redshift, also in Houdini.”

It is an astonishing of the complex behaviors you can set up with Houdini. Yes, you have to know your math and configure each element perfectly (you can find a little glitch in the video), but it is worth it.

Pizzani is still working on his tool, so stay tuned to see the final version, and learn more. In the meantime, you can study other cases of using Houdini for development. For example, read our interview with the team behind Wildlands talking about terrain production and using Houdini for world creation:

Procedural Technology in Ghost Recon: Wildlands

Benoit Martinez and Vincent Delassus discussed the technical challenges of producing huge open-world worlds and how new tools help solve them.

Don’t forget to discuss the traffic system in the comments.

Abandoned Post Apoc Apartment Game Props by Dekogon is a bundle of high-quality assets and includes all meshes, maps, materials, Blueprints, and effects created in the Unreal Engine. Each asset was created for realistic AAA quality visuals, style, and budget. Additionally includes RAW files (Obj, Fbx, and Textures) for use in other engines or software.

See the full description

Contact Dekogon

Leave a Reply

Related articles
Character Art Program