![]() This will ensure the creation of a simple box, no matter the shape used by the user to feed the tool with (you can drag any existing uasset as input, even a T-Rex, which might lead to unstability of the tool). To do so, I firstly processed every shape coming from the editor as “override input”, so that I could generate a grid based floor.įirst thing I do is creating a box for every input, which is easily done with a “for each connected piece” loop containing a bound node. The idea is to be able to allow the user to create rooms from simple shapes, which will be processed and connected to the floor layout (explained in “Floor layout” tab). You can check technical breakdown at the bottom of this page. VEX calculations, despite of not being too complex, became a bit challenging till I found a good approach, though. With this approach, I can change those measurements in different projects very easily, so that the tool will pick the modules randomly, align and finally scale them to assemble the walls perfectly. I also included the ability of creating fully populated rooms. Once I spotted that, I decided to aim for a more powerful approach: design the tool so that adapts to different module widths, which would boost the HDA’s flexibility. But wait, that means you would need to tweak the tool depending on your inputs! What if you add a new wall module 1.75m width?! You’ll need to be running Cinema 4D Studio R16 with Service Pack 3 installed, along with Houdini Engine itself.Ī node-locked licence of Houdini Engine currently costs $499/year, available on a rental-only basis.You can find a few projects about creating modular environment with Houdini and Unreal Engine 4 (UE4), like this excellent tutorial by Simon VerstraeteĪfter some research, I realized that procedural artists in charge of creating the tool, already know the measurements of the wall modules and/or stick to round values (1m, 1.5m, 2m and so on), w hich eases things a lot because you can hardcode those distances in Houdini and rely on them to build your system. ![]() Updated 23 June 2015: Houdini Engine for Cinema 4D is now available in public beta. In the case of Cinema 4D, this effectively makes Houdini’s powerful simulation toolsets accessible within Cinema, bolstering one of the weaker parts of the software’s native toolset.Īssuming the implementation works as it should, that instantly makes Cinema 4D a much stronger proposition for VFX work – particularly since you don’t actually need a full in-house licence of Houdini to use the content. The asset can then be imported into another DCC package via one of the plugins, where it remains editable. Houdini artists can create content within the software, then export it as a Houdini Digital Asset, deciding which of the controls to expose. The Houdini Engine API extracts Houdini’s core technologies into an form that other developers can integrate into their own tools, effectively turning the software into “the world’s most powerful plugin” for other DCC apps. ![]() Side Effects first announced Houdini Engine last year, along with its own plugins for Maya and Unity. Putting the power of Houdini inside Cinema 4D The news was announced at this week’s FMX 2014 conference. Maxon is to develop a free plugin to give Cinema 4D users to Side Effects Software’s Houdini Engine, enabling artists to create assets inside Houdini, then import them into Cinema 4D, complete with interactive controls. ![]()
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