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Houdini 19.5, UE5 - Procedural Stylized Pencil Case(s) + RBD
Rating: 4.2 out of 5(2 ratings)
39 students

Houdini 19.5, UE5 - Procedural Stylized Pencil Case(s) + RBD

In this project-based Houdini & UE5 course we'll create 4 HDAs and go over common procedural modeling approaches.
Created byDmitriy Zub
Last updated 8/2023
English
English [Auto],

What you'll learn

  • Better understand procedural modeling in Houdini with provided examples.
  • Increase understanding of Houdini.
  • Houdini's For Each Loop.
  • How to randomize shape, colors, etc.
  • How to create Houdini Digital Asset specifically for Unreal Engine 5.
  • How to add Rigid Body Simulation to pencils per case.
  • How to create Unreal Engine 5 specific attributes (Nanite, LOD screen size).
  • How to create Unreal Engine 5 collision and LODs groups.
  • How to add vertex colors to procedural model(s).
  • How to create procedural pencil.
  • How to scatter pencils within pencil case.
  • How to create procedural pencil case.
  • How to scatter pencil cases within area bounds and randomize each case/pencil.

Course content

3 sections68 lectures4h 15m total length
  • Creating base shape1:24

    Create a base pencil in Houdini 19.5 UE5 by turning a circle into a polygon, orient on the z plane, reverse normals, and extrude with a distance parameter.

  • Creating wood and tip3:02
  • Closing bottom hole, modifying base shape0:42

    Explore closing bottom holes and modifying base shapes while shaping a pencil via extrusion, adjusting circle divisions, and refining parameters for a clean pencil look.

  • Creating groups4:15

    Here we will be creating groups that will be used down stream in the node graph, especially in the coloring phase.

  • Adding shaving effect4:41

    Resample node is used to create more points on the surface which is needed for the Mountain node to distort its shape.

    In other words, the more points will be, the more points will the Mountain node have to distort (create different shapes).

    With 6 points, it's not possible. Try to turn off resample node and see the difference after the Boolean node.

  • Polishing shaving effect2:34

    Polish the shaving effect by isolating the bottom face, refining geometry with subdivide and surface adjustments, tweaking the crisp white attribute, and reprojecting with distance controls before grouping base.

  • Finishing tip3:44
  • Adding bottom circle (pencil lead part)1:55

    Create the bottom circle as a primitive in the xy plane, increase divisions to 24–32, use a geometry bounding box with parameter reference and relative reference, set offset, then merge.

  • Fixing bottom circle open hole1:30
  • Polish base shape (get rid of harsh edges)2:08

    Apply tweaks to amount, scale, and ratio to soften harsh edges, then subdivide and increase division size to add edge loops for a smoother base shape.

  • Organizing node graph1:33
  • Adding vertex color3:12
  • Rigid Body: preparation1:13
  • Rigid Body preparation: making pencil as a single mesh7:12
  • Creating Rigid Body Simulation5:52

    Create a rigid body simulation by pairing a pencil with a collider using an object merge node, then export frames with a timeshift node and tune collision patterns.

  • Rigid body: dynamically place pencil on top of any input geometry3:38

    Demonstrates dynamic rigid-body pencil placement on top of any input geometry using mesh size and y-axis justification, updating the bounding box as shapes merge and simulation runs.

  • Finalize: creating normals1:19

    Finalize normals by creating three normal groups—base, tip, and wood—set the angle to 52, and mark the bottom circle as a primitive to avoid Unreal normal issues.

  • Finalize: additional cleaning0:38

    Finalize the procedural stylized pencil case workflow by cleaning attributes and groups in Houdini 19.5, removing degenerate primitives, and preserving only color and normal.

  • Finalize: creating collision group0:18
  • Finalize: creating Nanite attribute0:44

    Create a Nanite attribute named enable the night and use a switch node to toggle night mode, set default 0 or 1 with integer type, and experiment with presets.

  • Finalize: creating LODs2:10

    Create four LOD groups from highest to lowest, naming them after the node. Apply poly reduce: 10% for the lowest, 20% for the next, and 50–65% for the rest.

  • Finalize: creating LOD Screen Size3:16

    Create and configure a log screen size attribute with attribute create, assign presets, and apply screen size to log zero, defining 1 as highest load and 0 as lowest.

  • Finalize: organize graph1:04

    Finalize the scene by cleaning up items, preparing geometry for the simulation, and coloring it pink, then create an interface and test it inside Unreal Engine before creating HDR.

  • HDA: Creating HDA0:14

    Select the completed model and convert it into an HDA by creating a subnet, either via the subnet icon or using the Shift C shortcut.

  • HDA: creating shape parameters8:31

    Add tweakable radius with min/max ranges and lockable defaults in Houdini 19.5. Use collapsible shading folders and set screen size and polygons to keep for preview.

  • HDA: controlling parameter(s) visibility with "hide when" parameter option2:29

    Master Houdini 19.5 hda parameter visibility by using a toggle and the hide when option to hide folders when off, with default value 1 and 0 disables.

  • HDA: creating color parameters1:47

    Create a collapsible folder named coloring to hide and show parameters. Copy the toggle parameter into switch node as a relative reference, then set the base color and ink color.

  • HDA: creating nanite parameter0:36

    Copy, paste, and save daily while enabling logs and night attribute; then manage four group log groups and detail attributes for screen size to create the nanite parameter in hda.

  • HDA: adding simulation parameters5:39

    Learn to set up Houdini HDA simulation parameters for a stylized pencil case, including collision objects, wind, timescale, substeps, toggle switches, reset controls, and testing.

  • Unreal Engine: creating project0:58
  • Unreal Engine: testing HDA4:17

    Test Houdini digital assets in Unreal Engine 5 by dragging into scene, enabling simulation, and configuring collision objects in the world outliner to observe realistic rigid-body collisions.

  • Unreal Engine: enabling Nanite and LODs3:25

    Learn to enable nanite and manage LODs in Unreal Engine by adjusting static mesh settings, toggling render collision geometry, rebuilding assets, and exploring load size options.

  • End of the Section0:12

    Conclude this section by reviewing the pencil model, parameter creation, and simulation tests. Preview how it looks inside Unreal Engine.

Requirements

  • A basic knowledge of Houdini interface.
  • A basic understanding of Houdini channel (parameter) reference.
  • A basic understanding of what attributes in Houdini is.
  • A basic understanding of Houdini For Each Loops (nothing crazy).
  • Created at least few basic Houdini models (procedural or in traditional way). Optional.
  • A basic knowledge of Unreal Engine 5.
  • Unreal Engine 5 and Houdini Engine plugin installed.

Description

Grateful for you taking a look.

To adjust your expectations, I won't be sharing source files (HDA and HIP). This is done on purpose so you can practice and get a better feel using Houdini.

My personal mission is to do my best to help people actually get a feel of Houdini and use its power. There's no shortcut to understand something without practice.

The course is fully narrated. The only very last video is a timelapse.

Houdini is all about efficiency. You create a tool once, use it on multiple projects, and polish it to suit different tasks.

Even though the final models look simple, this course covers some common procedural modeling approaches such as randomization, for each loops, and other faced things when making procedural models. Understanding similar techniques will help to approach any other model that you need to create.


This course starts from the upper beginner level and "climbs" to the intermediate-advanced level. The course is split into small parts so it doesn't feel overwhelming.

This course is aimed to:
- provide examples that might be used in a real-world scenario rather than creating an abstract model.
- increase your understanding of Houdini and how certain things work.
- increase your understanding of uses cases of Houdini Engine for Unreal Engine 5.

This is a project-based course where we'll create 4 Houdini Digital Assets (HDA) that you can reuse in different projects:

1. Pencil HDA.
2. Case HDA.
3. Case + Pencil HDA (scatter pencils within the case).

4. Scatter cases with pencils within area bounds HDA.


All HDAs expect "Case HDA" will have support for Rigid Body Simulation, in other words, pencils will interact with collision geometry. I've created this model for my own environment project and thus decided to share my approach to creating it.

The course has 3 sections:

1. Pencil HDA creation + RBD.
2. Pencil case HDA + scattering pencil HDA within that case and randomizing pencils + RBD.
3. Scatter pencil cases, randomizing cases/pencils RBD.

Some of the lectures contain additional description with the information I missed explaining. Such as what's the purpose of certain node(s).

Who this course is for:

  • Environment artists who want to speed up/automate their workflow.
  • Indie developers.
  • 3D modelers from other software (Blender, C4D, 3DS Max, Maya, Modo).
  • Beginner Houdini users.