I developed this HDA for my latest game Land of Hatti. Since manually designing maps for open-world would require an immense amount of time I decided to use a procedural approach for map generation and instancing. A- Biome Map Generation After Temperature and humidity paremeters are calculated, biomes are selected by cross-referencing the a predefinedContinue reading “Procedural Biomes , Unreal & Houdini”
Category Archives: houdini
MUSCLE & FLESH SETUP
The MUSCLE & FLESH SETUP is a versatile toolset designed to create realistic flesh and muscle simulations. I started to develop it inside Maya ,and by time all cfx part is transfered to houdini. Tool combines dynamic muscle anatomy, FEM simulations, surface dynamics, skin sliding, and wrinkle simulations to deliver lifelike muscle and flesh motion.Continue reading “MUSCLE & FLESH SETUP”
Noise & Domain Ctrl Vex
noiseControl Functionality: Script generates and controls various noise patterns applied to geometry in Houdini. It creates three distinct types of noise, blends or combines them, and outputs the result as the Cd attribute. Uses second inputs Cd or deformation attribute to deform noise space. Parameters:
Vex Snippets & Tools
Connect AdjacentconnectAdjacent The script connects points in a point cloud with polylines (primitives) based on the following rules: Scatter & instance tool. Reads normal and tangent vectors, to create orient attribute . This script is designed for controlling the instancing of objects along curves or surfaces in Houdini. It generates an @orient @pscale and @isntancepathContinue reading “Vex Snippets & Tools”