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 A procedural height map is created using Perlin noise (pnoise). This serves as the foundationContinue 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: type (int): The type of noise to generate (0 forContinue reading “Noise & Domain Ctrl Vex”
Vex Snippets & Tools
Connect AdjacentconnectAdjacent The script connects points in a point cloud with polylines (primitives) based on the following rules: Points are connected if they are within a defined search radius (minSearchRadius-maxSearchRadius) Points are only connected if they belong to different classes Points are not connected if they are already neighbors If the targetPt attribute exists, connectionsContinue reading “Vex Snippets & Tools”