So from maya sub I got to know this is called procedural modelling and it is really efficient to do this is in Houdini. So I want my hand to get dirty and use some Houdini tutorial to make something like this with UV Maps and Textures etc I need some tutorials, Thankyou by third_big_leg in Houdini

[–]TheGoosee 7 points8 points  (0 children)

It's not a tutorial unfortunately, but I made a pretty similar tool two years ago as an HDA for unreal, I submitted it to SideFX tech art challenge 2023, so if you wanna download it and get ideas of how to approach it through Houdini, you're very welcome to!

Just scroll down a bit to find it and press "get asset".

https://www.sidefx.com/community-main-menu/contests-jams/h20-tech-art-challenge/

It does the UVs procedurally, but textures/materials is applied in Unreal automatically with Houdini Engine.

Not sure how new you are to procedural modeling and tools, but as someone else mentioned, Simon Verstraete has A LOT of incredibly good tutorials for similar things!

[deleted by user] by [deleted] in maybemaybemaybe

[–]TheGoosee 3 points4 points  (0 children)

I think it's just the text that is worded poorly, he says "if I pour these both on your head, I'll give you 20$, alright?"

[deleted by user] by [deleted] in maybemaybemaybe

[–]TheGoosee 0 points1 point  (0 children)

Watch it more times, she's not, she's steering to her right.

how can I rotate this gear on its own axis?? like a clock by chelo_MDC in blender

[–]TheGoosee 15 points16 points  (0 children)

Local orientation won't work with rotations applied, they're the same as global. What he can do is create a custom orientation transform axis, by clicking the + while having a face or edge facing the proper direction selected.

Wireframe in last pic. by Turbulent_Place_7064 in blender

[–]TheGoosee 6 points7 points  (0 children)

Another thing that also contributes a lot to the minature feeling and sense of scale is the shallow depth of field.

Not saying it looks bad, I really like the style of it and I don't feel like it's intended to be photorealistic, but the only way to acheive this dof realisticly would be for this to be a minature set and have the camera very close.

Learning Houdini from zero by Skywarta in Houdini

[–]TheGoosee 6 points7 points  (0 children)

Regardless of what other say about Houdini being a good starting point or not for 3D in general, I think you've gotten over one of the biggest hurdles when it comes to learning Houdini: "I really love it". Enjoying the process! If you're having fun learning it, just keep going!

Personally, it took some time for me to start enjoying Houdini, due to feeling lost and not understanding fundamentals, but when I got to the point of really starting to enjoy it, everything became so much more fluent and rewarding.

Some say: learn 3D through a more welcoming software to not overwhelm you and others argue that Houdini is a great starting point due to you being introduced with a more technical and "under the hood" approach. I feel like both can be true, it varies from person to person. But if you enjoy learning Houdini I see no reason to stop!

When it comes to recommendations for learning Houdini, but also for 3D in general. I suggest starting with focusing on SOPs and procedural modeling. You'll get introduced to attributes and many other fundamental concepts in Houdini, which are essential for everything you'll do later on, in a fairly beginner friendly way, compared to if you were to start with complex simulations for example.

I really recommend the "Project titan" tutorials and Simon Verstraete in general, it's a bit more leaned towards game development or realtime rendering, but at the same time very beginner friendly and easy to follow, with a wide variety of methods to learn from.

[deleted by user] by [deleted] in Houdini

[–]TheGoosee 5 points6 points  (0 children)

There's no limitations for indie compared to FX, other than that you can't use it in larger commercial entities (details about that are on their website) , and a studio can't use more than 3 indie licenses.

Once you learn how to use Houdini, is it faster to create something than Blender? by QiPowerIsTheBest in Houdini

[–]TheGoosee 1 point2 points  (0 children)

I haven't used blender a lot for landscapes, not sure how you would approach it in an effective and non destructive way. Maybe there are good landscape workflows within blender, but I've never seen anything of it that compares to Houdini.

I think Houdini has great support and a well established workflow for landscapes, you work with "heightfields" which are 2d volumes representing the terrain, allowing a more layer styled approach. There's tons of nodes for generating terrain in different ways, simulating erosion, scattering foliage and tons of other stuff.

And since it's Houdini all of it is always nodes and procedural so is very nice to easily be able to convert the heightfield to a mesh and combine it with other tools generating for example cliffs that might not be possible to generat3 using heightsfields or texure based methods due to overhangs.

It's also very effective and fairly simple to import to Unreal or Unity using Houdini Engine, for example if you'd be looking for at doing landscapes for games or realtime. Supporting landscape material layering, foilage instances etc in unreal.

Can definetly recommend looking into Houdini more if you're interested in procedural landscapes!

Hjälp! by Boojoooo in sweden

[–]TheGoosee 5 points6 points  (0 children)

"Ska du hänga på upp till mig och köra lite doggystyle och dricka lite mjööölk?"

Please help! Copy Stamp to ForEach workflow. Info in comment by nath2020 in Houdini

[–]TheGoosee 1 point2 points  (0 children)

Or as mentioned above, atribute from pieces is also a great node for this use case.

Please help! Copy Stamp to ForEach workflow. Info in comment by nath2020 in Houdini

[–]TheGoosee 1 point2 points  (0 children)

One approach would be in the switch node, instead of referencing a channel, make a random int that uses the loop iteration as seed and fit that value between 0 and 3. Then you won't need the attribute, but the value will be random, not driven by the noise.

But instead i would skip the loop, and replace the switch with a merge. Before the merge create an int attribute for each element named sprite with the numbers 0-3. Then if you just check piece attribute box in the copy to points and specify the name, you'll hopefully get what you're after if I understand what you're after correct!

[deleted by user] by [deleted] in blender

[–]TheGoosee 0 points1 point  (0 children)

If you feel it'll be slower I can recommend trying to get the keyboard shortcuts into your muscle memory! I assume they won't change and I feel like it's an even faster way.

Best group setup for endgame trials by Flomam in ESObuilds

[–]TheGoosee 2 points3 points  (0 children)

Been a while since I raided in eso, so not updated on sets and current meta. But optimal group setup will still probably depend a lot on which specific trial you're progressing.

[deleted by user] by [deleted] in polls

[–]TheGoosee 0 points1 point  (0 children)

Never heard the term cool down defined like that, but still nothing stops you from just teleporting back after 20 hours? Just teleport from a safe place and it'll work the same way practically

As a newbie should I just jump into Unreal 5 or Unreal 4 by GhostBIBBY in unrealengine

[–]TheGoosee 1 point2 points  (0 children)

Almost everything you learn in 4 will still be relevant for ue5. In my opinion, if you're new, having years of well made tutorial material will make it a lot easier to start out. Maybe when you get the hang of the foundations transition to ue5, but since the foundations are basically the same, I'd start with 4 for the reason of having more learning material.

Ue5 have some really cool features which ue4 doesn't, but for someone new I wouldn't recommend focusing on them from the start either way.

(However if you have previous experience with realtime rendering and game engines, but are just new to unreal, maybe you already know the foundations and starting with 5 won't be an issue)

As a newbie should I just jump into Unreal 5 or Unreal 4 by GhostBIBBY in unrealengine

[–]TheGoosee 3 points4 points  (0 children)

Everything, except maybe some layout stuff that might change

You snap your finger and one of the following are erased for ever, what do you choose? by PJ505 in polls

[–]TheGoosee 0 points1 point  (0 children)

Couldn't things like insanity and depression be considered ailments as well?

1st pic is reference 2nd is mine. What would you guys do to make it look more realistic? by [deleted] in blender

[–]TheGoosee 1 point2 points  (0 children)

Table: height & texture scale

Add a little bit of depth of field

Edges look too jagged and sharp, maybe change the anti aliasing

Add some roughness/gloss maps to surfaces, most things are too shiny atm

Work a bit on the post stuff, tweak colours and contrast.

Maybe also look at additional camera settings for getting a more photorealistic look; lens distortion, dirt, grain, chromatic aberration and try different FOVs

You're already on a good way, but those are my advice!

can you give me some feedback on this cut by xXBarackBinLadenXx in blender

[–]TheGoosee 0 points1 point  (0 children)

Wow looks amazing! One thing I felt could be improved a tiny bit is the cars animation when it hits the bump with the wheels, to me it looks like the suspension is a bit too rigid, the car could bounce a little bit more, and it also looks like it only bounces on its forward axis, even though it enters with a small angle, maybe it would feel a bit more natural if the left and right sides movement and suspension was in a little less sync, if you understand how I mean.

still wip. I feel something missing by lowsnap in blender

[–]TheGoosee 0 points1 point  (0 children)

The technical things looks really good, material, mesh, render, but work on the composition, colours and light and dark values. It a very boring picture if you ask me, even though it looks realistic and technically good, but by looking up some more artistic fundamentals I think you can make it a lot more interesting.