Simple Mesh Generators (using Houdini Engine)

houdini

#10

My mind has been going on and on with ideas about UVs, and how I commonly manipulate them on meshes:

Snapping to a 90 degree rotation of the UVs is hugely valuable. Different projects orient their beam/trail type textures differently (and sometimes differently within the same project). Being able to accommodate top-to-bottom, or left-to-right on the fly is a must have.

For more fine-tuned controls, how difficult would it be to “squash” the UVs along all 4 extremes toward the edges of the map? So, if I wanted to have points gathered along the U axis toward the right, left, or both. Same with V. This varies the timing of the motion when scrolling the UVs. I find myself using it fairly regularly.

Also, randomly distorting/offsetting the UVs with a noise pattern is very useful, especially when combined with the noise offset you’ve got going on the vertices. In the big scheme of features, though, this is more of a luxury item. Not super frequently used, just nice to have.

Can’t say enough how cool it is you’re iterating on this. I’m excited to see where it lands, so I can tinker around with it!


#11

Rotating the UV’s 90 degrees is pretty easy.

I was looking at your sunfire cape breakdown and thought it might be helpful to have some UV controls. It should be pretty easy to add something like a cornerpin for each four corners and then a power/gamma type control to shift the uv’s towards one side.

And adding noise to the uv’s is possible. I agree that it might be a little more specific but I can take a look if I have some time.


#12

I wanted to do these things. I think building a general-purpose mesh is a good process.
Thank you for the @frontakk link. I think it will be a good study.


Attach my work.
I made this referring to @Partikel work.


#13

Very nice, thanks a lot!


#14

Hi!
I am using my own mesh generator and super handy so I really think it is good idea!

anyway I guess it won’t/can’t be in Houdini engine but I would like to suggest this.
those video’s are what I am trying lately.
just generate mesh in houdini and also animated. I think this way make particle effects more flexible.

thank you!!


#15

Hi Mike! I love this. Gonna try to generate my own, but i was wondering one thing… Once you’ve used the HDA to generate the meshes, can you make them into static meshes? so they can be used inside UE4’s particle system, i mean. Or this setup is limiting in that sense? It’s really inspiring thanks for sharing!


#16

I’ve used that noise/twist setup a bunch, it’s super handy and gets good results


#17

@Kentuc those examples are awesome! So great to see you using Houdini to generate meshes in such a novel way.

@Khaliszt you can bake the result down to a static mesh. And as long as the name stays consistent there’s a link between the static mesh and the tool. So you could tweak your settings then hit ‘bake’ and see the changes in the particle system.

@Travis I take for granted how useful noise can be. :slight_smile:


#18

I like it because it twists, so I only have to (usually) worry about pan speed in one direction, and it gives a much more broken up silhouette. Throw in texture that has black in the alpha or emissive texture, and it’s really hard to tell what the mesh is shaped like :slight_smile:


#19

Inspired by each of the post above decided to add this helix tool in my asset library! Thank you @Partikel for wonderful tutorial and all you guys! :rofl:

Excited to use it for my effects in future :wink:


#20

Hey folks. I’ve released the mesh generators as part of the Game Development Toolset for Houdini.
I would consider this the first pass. I’m looking for feedback on how to improve the tools and any issues you might have in the different packages.


#21

Hey Mike,

How about a pivot point offset ? I’d want my half sphere to grow from the centre or from the bottom depending on what I’m trying to achieve.

I still haven’t tried the tools but this is looking great, thanks!


#22

I think that the engine plugins use the origin as the pivot point when you bake the mesh. So you could position the half sphere relative to the origin and set the pivot offset that way.


#23

This is fantastic! Great time saver.
The only function i’m missing is something to easily create flowing mesh ribbons similar to this maya tool:


#24

Check out @Partikel’s tutorial on how to do that. https://www.sidefx.com/tutorials/curvesweeper-intro-to-houdini-engine-houdini-for-games/
And then you can customise it any way you want. :slight_smile:


#25

can some of the shape creations be driven dynamically so we are able to create & manipulate in realtime during game play? that could be useful.


#26

Houdini Engine doesn’t work in runtime. It’s purely a content creation tool.


#27

I thought the tool was running in UE4.


#28

It does. In the editor, not the game. It generates static components that are then used in the game once it’s built.
Since it’s running a full version of Houdini in the background, you have a few obstacles to conquer. The first one is making it fast enough for realtime. Second is how you send data back and forth since it’s in essence an import/export that happens. And lastly, my favorite: You’d have to include a full license of Houdini with every game so it can generate the assets for you. I’d love to see the price on that game :wink:


#29

You can use it to generate content but it takes a few frames for it to cook new values, Those few frames are short but makes it feel like “lagging” if you were to change values in realtime while playing.

ps: weird, The thread appeared as new on my feed yet it’s old, Sorry for the necro.