Houdini effects9/2/2023 ![]() ![]() if you’re making less than $100,000 you can use this product. The next level up is Houdini Indie, it’s available for $200/year US dollars. It also has a render watermark and a limited render size 1280×720. We have a free version called Houdini Apprentice, it has virtually all the features except it doesn’t work with the Houdini Engine, but it does allow you to learn Houdini, develop networks and nodes, and so forth. The different versions of Houdini that exist are broken down more in terms of where you are in your development. We have a few assets that people can download and try. We sell the Houdini Engine on the Unity store. Also what it does is allow indie artists and indie developers to get involved as well. We’ve essentially created the Unreal and Unity plugins more as proof of concept to help people. If you have a AAA studio that has a game engine of their own, they can create their own plugin and get exactly the same workflow. This is built around the Houdini Engine API, and this API is available to customers. It allows all the power of Houdini but within the more comfortable user interface. ![]() What I do is as I manipulate it, under the surface the Houdini Engine processes the results and feeds them back to Unreal. So I can be in the Unreal Engine, open up these other assets, and have all the other top level controls that I would have had in Houdini. This plugin allows you to take those wrapped up assets I was talking about, and open them inside these other apps. Currently we have Maya, Cinema 4D, Unity, and Unreal. Because of this we created the Houdini Engine. Not so much at runtime, but while I’m creating content, I don’t want to just export this from Houdini, but I want to be able to build my roads in Unity or Unreal. One of the things that happened on the games side was, we had all these wonderful things, but people wanted to work with these things inside their game engines. These assets can be built by somebody who’s a bit more experienced and then they can be handed off to an artist who can work with those. You might have an asset where it can build streets, or one that builds buildings, or another asset that puts streetlights in. An example of this would be city building tools. We’ve taken it one step further, where you can take those networks and wrap them up into a single node, promote parameters that you think would be relevant to artists and then you share this new asset to other people. I can set up a network for how to do that, and once I’m finished I can give it to my colleague and he can take the same network and he can turn his character into vampire dust very quickly and easily because this pipeline, this recipe how to do it, is packaged up and shared. So let’s say I want to have particles coming off of an object, or I want to take a character and turn him into vampire dust. ![]() Because of this, what you can often do is create these networks of nodes that define a pipeline or workflow, and then they can be shared with other people. In Houdini, you keep it around and it becomes part of your ultimate workflow. A lot of other packages have this as construction history, but that construction history eventually gets wiped away. This means that everything you do in Houdini creates a node. ![]() Houdini is a procedural node-based solution for animation, visual effects, and game making. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |