A new Houdini tutorial is now live! This time, I’m showing how to build a simple tool and bring it into unreal using Houdini Engine. The tool can be used to generate swooshmeshes for weapons or swirly planes to use in magic effects. Like @Augie called them: Soulercoasters. Thanks to houdini engine, you can now create these meshes inside of Unreal.
Like always, we’ll start with an empty houdini scene and end up with a finished asset in unreal.
Got a really good question on discord that I wanted to share with you.
The question was regarding how to turn it into a cross mesh instead of just a plane. This is really easy (1 new node) so I figured I’d share it with you.
First for tidyness sake, you move the line down by half its length, like this:
Then you drop in a “Copy and Transform” node and tell it to rotate every copy by 360/numberofcopies*2.
Like this:
Don’t forget to expose the number of copies to the HDA so you can tweak it in Unreal.
And then you go into the sweepnode and set the cycle type to One Primitive at a time:
Very nice tutorial! Really shows the strength of Houdini Engine!
Hope there is more to come - especially those game FX dealing with magic and muzzle flashes etc.
I’m not at my PC so I can’t check, but I think that’s the version I use. Could you post a screen?
If all else fails you could use expressions to do it. The first point to get is 0. The second is ($numpt -1) which means: total number of points - 1 (to compensate for starting at 0).