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Procedural Race Tracks - Houdini 17.5/18 and Houdini Engine

Create a full Procedurally built Level with Houdini 17.5, Houdini Engine, Unity 3D & Unreal Engine 4
Bestseller
Rating: 4.7 out of 54.7 (298 ratings)
1,918 students
Created by Indie - Pixel
Last updated 6/2020
English
English [Auto]
30-Day Money-Back Guarantee

What you'll learn

  • Procedural Modeling in Houdini 17.5
  • Houdini Engine for Unity 3D and Unreal Engine 4
  • Create Houdini Digital Assets in a Production proven way for Games
  • How to use Houdini to create Procedural models to save you time during you game productions
  • How to Set up HDA's in Unity and Unreal so you procedurally generate Collision Meshes, Materials, UVs, and more!
  • How to Scatter large amounts of Foliage onto your Terrains
  • How to use Houdini Engine and Unity's Tree Prototypes
  • How to create Textures with Houdini
Curated for the Udemy for Business collection

Course content

29 sections • 249 lectures • 23h 57m total length

  • Preview01:19
  • Preview02:21
  • Preview04:05

  • Introduction
    01:38
  • Where to get the Houdini Application
    01:42
  • Installing Houdini
    03:13
  • Creating a Houdini Project
    03:36
  • Using Houdini Projects
    02:13
  • Installing the Houdini Engine in Unity 3D
    05:13
  • Installing the Houdini Engine in Unreal Engine
    02:38
  • Where to find the Houdini Engine Documentation
    03:12
  • Conclusion
    01:27

  • Introduction
    01:47
  • Navigation in Houdini
    04:32
  • Overview of the Houdini User Interface
    04:42
  • Customizing the User Interface
    03:41
  • Creating and Working with Nodes
    04:58
  • Component Display
    04:24

  • Introduction
    01:50
  • Installing the Indie-Pixel Framework
    03:17
  • Creating a Basic HDA
    06:10
  • Adding Parameters to our HDA
    07:43
  • Import into Unity
    03:47
  • Import into Unreal
    02:25
  • Creating the Road Cone - Part 1
    05:09
  • Creating the Road Cone - Part 2
    07:17
  • Creating the Road Cone - Part 3
    09:19
  • Creating the Road Cone - Part 4
    07:31
  • Creating the Road Cone - Part 5
    05:59
  • Test in Unity
    01:39
  • Test in Unreal
    01:34
  • Conclusion
    01:39

  • Introduction
    02:23
  • Gathering Reference
    02:51
  • Defining our Tool Set
    06:09
  • Installing the Game Dev Tools into Houdini
    03:53
  • Conclusion
    01:25

  • Introduction
    01:16
  • Creating the Track HDA and User Curve
    09:53
  • Generating the Track Geometry
    07:40
  • Generating the Track Geometry - Houdini 18
    05:09
  • Adding Parameters to our Track Geometry
    05:19
  • Test in Unity
    05:13
  • Test in Unreal
    02:23
  • Generating the Side Lines
    12:18
  • Generating the Side LInes - Houdini 18
    03:45
  • Creating Clean UV's for the Track Geometry
    07:05
  • Creating a Helper Utility
    05:43
  • Adding Vertex Colors
    07:13
  • Test in Unity
    01:55
  • Test in Unreal
    01:52
  • Conclusion
    01:11

  • Introduction
    00:58
  • Fixing the Open Curve Issue
    12:00
  • Surprise Bonus Lecture!!
    09:39
  • Surprise Bonus Lecture!! - Houdini 18
    03:40
  • Conclusion
    01:06

  • Introduction
    02:18
  • Setting up the HDA
    07:37
  • Updating the Track Tool
    04:52
  • Unity Test
    04:51
  • Unreal Test
    03:17
  • Debugging with the Houdini Engine
    05:56
  • Conclusion
    01:30

  • Introduction
    01:49
  • Setting up the HDA
    06:37
  • Measuring Curve Length
    05:04
  • Detecting Turn Direction
    10:11
  • Joining the Curves
    07:51
  • Creating the Bumper Geo - Part 1
    05:19
  • Creating the Bumper Geo - Part 2
    07:13
  • Creating the Bumper Geo - Part 3
    09:59
  • Creating the Bumper Geo - Part 4
    05:52
  • Section Errata - @Outside Attribute Fix and Explanation
    05:15
  • Creating the Bumper Geo - Part 5
    07:25
  • Unity Test
    03:27
  • Unreal Test
    03:41
  • Generate the UV's for the Track Bumpers
    1 question
  • Conclusion
    01:27

  • Introduction
    00:56
  • Creating Flow Normals
    06:27
  • Creating Curve Directions
    06:22
  • Conclusion
    00:42

Requirements

  • A Basic Knowledge of Unity or Unreal
  • A basic Understanding of the Houdini User Interface
  • A familiarity of creating models and textures for Game Development
  • A desire to start using Houdini Engine to create Procedural Models
  • A desire to create Procedural Levels for Games

Description

Have you ever wanted to speed up your level creation using Procedural Techniques?  Have you ever tried to use Houdini or the Houdini Engine but hit road blocks that prevented you from being productive with the two applications?  Then this course is for you!

Throughout this course we are going walk through every step of the way so it is not confusing at all.  You will gain the confidence to begin building your own procedural race track tools for use inside of Unity 3d and Unreal Engine 4.

The course starts out by giving individuals new to Houdini, a quick start guide to using Houdini by teaching the basics of navigation, UI, modeling and creating Houdini Digital Assets.  Once armed with that new knowledge we move onto the next level and start building out our Track tools.

With the Track tools we will learn how to effectively build a set of HDAs that will generate a Track complete with UV's, the Track bumpers, and the Track Guard Rails.  Through that section of the Course we will see how we can detect the direction of a turn in the Track so we can place either a Track Bumper or a Track Guard Rail.  This will begin to open up the power of using Proceduralism in your game productions.

With the Track in place we will walk through the process of creating Procedural Terrains with Houdini and the Houdini Engine.  We will learn how to hook up terrain layers so we can texture our terrains in Unity and in Unreal. 

Once our Terrains are ready to go we will walk through the process of efficiently creating and Scattering foliage using the Houdini Engine.  We look at how to utilize Unity's Detail object system with Houdini Engine and how to use Unreal's  grass system.

To conclude the course we build out a couple more procedural props and learn how to create textures with Houdini using its own Compositing Operators. 

This course gives you a complete look at how to build a procedural pipeline for your games productions using Houdini 17.5, the Houdini Engine 3.4 and the Game Engine of your choice!

If you are looking to learn Houdini and Houdini Engine for Games Development then this Course is for you!


Note:  Creating HDAs in the Apprentice version of Houdini will not work with Houdini Engine.  An Indie License or above is required.  But all the modeling and workflows still apply, will just have to export the Track pieces from Houdini Apprentice to OBJ.

Who this course is for:

  • Beginning Level Designers
  • Unity 3D users wanting to automate their Level Creation processes
  • Unreal Engine users wanting to automate their Level Creation processes with Houdini Engine
  • Individuals wanting to learn everything about how to use the Houdini Engine
  • Individuals wanting to boost their Houdini skill sets

Featured review

Alexander ‏‏‎ ‎
Alexander ‏‏‎ ‎
62 courses
13 reviews
Rating: 5.0 out of 54 months ago
Kenny is the best. Never thought I'd ever touch Houdini. I still got a lot to learn but thanks to this excellent course I got a nice foundation, Kenny is a great teacher that never lets a topic get boring. He's got expert knowledge and more importantly is great at teaching so he can share his knowledge understandably. Feels amazing seeing your procedural setups change so much by just shifting a slider or pulling a curve!

Instructor

Indie - Pixel
Technical Artist / Programmer / 3D Artist
Indie - Pixel
  • 4.5 Instructor Rating
  • 3,172 Reviews
  • 50,036 Students
  • 9 Courses

I began this whole journey through art. When in high school I developed a

very strong interest in drawing and 2D animation. From there I began
to get enveloped into the work of 3D. After Graduating High school I
attended the Art Institute of Seattle. There I gained my AA degree in
Computer animation. I interned at Surreal Software, then moved onto
working on the very first version of Xbox at Microsoft. I worked on NFL
fever 2000, NHL Rivals 2002, and Inside Drive. From there I have worked
at Activision, again at Microsoft, my own companies Creative TD and
Ozone Interactive, and am now exploring Interactive Arts experiences  at Indie Pixel. There have been many things
along the way but my love is in 3D, real-time arts, shaders, procedural
content creation, math, modeling, texturing, and helping others through
teaching.

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