In addition to collision data the Houdini assets can provide meshes to assist in placing other gameplay elements. The mesh on the left provides data for the enemies pathfinder AI. Pickups and other gameplay elements could also have optimal placement calculated by analytical tools created in Houdini.
Houdini is best known for our VFX tools. Icons | Particles - RBD - Pyro FX - Fluids - Cloth - Wire CLICK: And two new tools in 12.5 - Cloud FX and Ocean FX
実演デモ 1
•デジタルアセットの作成
• Houdini Engine -> Maya
AUTODESK MAYA AVAILABLE NOW!
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Houdini is best known for our VFX tools. Icons | Particles - RBD - Pyro FX - Fluids - Cloth - Wire CLICK: And two new tools in 12.5 - Cloud FX and Ocean FX
3DS MAX 現在開発中
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Houdini is best known for our VFX tools. Icons | Particles - RBD - Pyro FX - Fluids - Cloth - Wire CLICK: And two new tools in 12.5 - Cloud FX and Ocean FX
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0:02:22
UNITY 3D 現在ベータ
IN BETA
UNITY 5 ON 64 BIT OSX & WINDOWS
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Houdini is best known for our VFX tools. Icons | Particles - RBD - Pyro FX - Fluids - Cloth - Wire CLICK: And two new tools in 12.5 - Cloud FX and Ocean FX
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0:02:45 The assets and gameplay components you see here were substantially built by a team of 2.5 people over a period of six months with Interns Erwin and Bhavna doing the bulk of the work. As you’ll see, the actual construction of a level using these tools can now be done in just a couple of hours. Pay attention to some of the featured elements here as I’ll be discussing them in more detail in a moment. The room and corridors are all built from a system using interlocking VDB volumes A pathfinding tool provides an extremely intuitive way to define corridors and catwalks Almost all the decorations and detail you see is instanced geometry that was itself generated from a very small number of assets Many of the Houdini assets have game metadata built in such as collision information and behavior scripts Allegorithmic Substances are directly supported in the assets for rapid creation of visually rich surfaces Sprites are rendered from Houdini’s pyro system
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0:01:50 [Movie continued: preview the tile layout and visualize the tiles] (2:00) Of course the detailing of the scene will ultimately give a much more complete sense of scale. We’ll look at this on an expanded version of the level you saw previously - this one was built in under 20 minutes. A critical feature of the Unity implementation of our Houdini plugin is support for Instancing. As mentioned previously the geometry you see here is subdivided to represent the locations for the tile instances. The final view state on our level generator tool retrieves, scales and orients the appropriate instances from a pre-built library and displays them. At this point we start to get a real feel for the environment. You’ll see here a variety of tile types depending on context - different styles for rooms, corridors, catwalks and so on. Note that each tile is actually a separate mesh and as such can be modified. I’ll pop in a few lights so we can take a quick look at the variety of tiles. The tiles are fully textured with substance materials....more on that shortly...and make use of the full range of maps required for lighting in Unity.
実演デモ 2
•Houdini Engine -> Unity
UNREAL ENGINE 現在開発中 (年内発表予定)
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Presentation Notes
Houdini is best known for our VFX tools. Icons | Particles - RBD - Pyro FX - Fluids - Cloth - Wire CLICK: And two new tools in 12.5 - Cloud FX and Ocean FX
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Presentation Notes
0:01:03
CINEMA 4D
現在開発中 (年内発表予定)
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Houdini is best known for our VFX tools. Icons | Particles - RBD - Pyro FX - Fluids - Cloth - Wire CLICK: And two new tools in 12.5 - Cloud FX and Ocean FX
なぜ Houdini?
•プロシージャル ワークフロー
• 非破壊 = 楽をする
• 仕様変更に柔軟に対応する
• 使い回しを容易にする
• 制作における無駄を省く
• データの共有を容易にする (OTL)
• データ編集ツールとして
• 柔軟なデータ連係 例: パーティクル点とポリゴン頂点を接続するだけで連係
• 面・頂点・エッジ単位でのデータのアサインが容易
• ノード単位のデータ(値)がUIで視認可能
• ネットワークのどこからでもファイルへの書き出しが可能
• 様々なスクリプト処理 (Python, VEX, その他)
ワークステーション | 製品
Houdini | 機能
Modeling Character Animation Lighting Rendering Compositing Cloud FX Ocean FX
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Houdini FX | 機能
Particles Rigid Bodies Pyro FX Fluids Cloth Wire
Modeling Character Animation Lighting Rendering Compositing Cloud FX
Ocean FX
Modeling Character Animation Lighting Rendering Compositing Cloud FX Ocean FX
NEW IN
13.0
FEM
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Houdini Engine | 機能
Particles Rigid Bodies Pyro FX Fluids Cloth Wire
Modeling Character Animation Lighting Rendering Compositing Cloud FX
HOUDINI ENGINE API API を使って、社内ツールに Houdini Engine を 統合。デジタルアセットを使用する。
HOUDINI FX FEATURES Houdini Indieをワークステーション上で インタラクティブに使用
HOUDINI ENGINEプラグイン Houdini Indie の機能をMaya, 3ds Max などの アプリケーション内で実行。
プロシージャルモデリング PROCEDURAL MODELING
テクスチャリング TEXTURING
キャラクタ CHARACTER
アニメーション ANIMATION
VFX
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HOUDINI FX FEATURES�Artists can run Houdini Indie interactively on their workstation. HOUDINI ENGINE FOR… Artists can run Houdini Indie inside other apps such as Maya, Cinema 4D or 3DS Max. HOUDINI BATCH Run Houdini Indie in batch mode to distribute renderings or simulations.