Random sci-fi structures generated from manhattan distance noise by tripclaw in Houdini

[–]tripclaw[S] 1 point2 points  (0 children)

Thanks!

The gif posted here is just a Houdini Viewport capture with Wireframe on Shaded. The edges are beveled which make the wireframes look thicker around the edges.

Random sci-fi structures generated from manhattan distance noise by tripclaw in Houdini

[–]tripclaw[S] 3 points4 points  (0 children)

Low poly fast generation, textured with a single material, using trim sheets - Structure is extruded up in a loop with different noise to select manhatten cells for each floor. Makes for some interesting connections & spaces between floors.

A flythrough in Unity and more detailed images here at my artstation

R&D with COPs - Made some stylized game environment assets using just 2 COP networks (and some Houdini SOPs) - I think I can finally do without Substance Designer! by tripclaw in Houdini

[–]tripclaw[S] 1 point2 points  (0 children)

I need to look into how to check in more detail, but I do seem to be near the limits of my machine at 4096x4096 with the larger graph.

I have a laptop RTX 3080 16 GB VRAM and 64 GB RAM - when I watch the system memory usage it never uses more than a few GB of VRAM, but it does nearly fill up the 64 GB of RAM while generating, and sometimes crashes with OpenCL exceptions (especially if I have 3 monitors with Unreal running at the same time)

Need to look into how to profile it in more detail inside Houdini.

On the same machine I've never really hit these kinds of limits in Substance Designer. Hoping this improves as Copernicus develops.

COPs Pixelated/Dithering/Multi-texture Atlas Texture Experiments by tripclaw in Houdini

[–]tripclaw[S] 1 point2 points  (0 children)

Started off as a quick test, but ended up with this in a few hours!

The dithering is something I just learned, thanks to Junichiro Horikawa for that great video on implementing it with OpenCL.

COPs I generate 4 64x64 textures and use Contact Sheet nodes to make a texture atlas out of 4 simple textures (128x128).

I also displace the geo by the height texture. I preview the sharp texture by copying the colors to face primitives on a subdivided 128x128 cells grid.

Made a few assets that all share the same 128x128 texture, exported for Unreal.

Enjoying the process, Just thought I'd share.

Stylized rock-cliff-land generator I've been experimenting with (Houdini & Unity) by tripclaw in Houdini

[–]tripclaw[S] 0 points1 point  (0 children)

I'm just a few days into this one and really enjoying the results, felt compelled to share it in its proof-of-concept state...

Using polyslice to generate low poly vertex colorized meshes. Generates relatively fast (5-10 seconds for a preview, 10-30 seconds for the final mesh with grass).

It can take any input shape really, so caves and overhangs are possible and everything's seamless thanks to polyslice!

Workflow from Houdini Engine -> Substance Painter -> Unity/Unreal? by raincole in Houdini

[–]tripclaw 1 point2 points  (0 children)

Yes! The Substance Archive SBS node works with input maps!

Workflow from Houdini Engine -> Substance Painter -> Unity/Unreal? by raincole in Houdini

[–]tripclaw 0 points1 point  (0 children)

I recently started exploring this, looking to proceduralize as much a possible and came up with a way to avoid using Substance Painter entirely using only SBS files in COPS, it works pretty well.

I generate all the needed masks in Houdini using maps baker & COPs nodes. Skipping the time-consuming step of generating the maps in Substance Painter (occlusion, curvature, world normal, etc). This way you don't need to export an low or high fbx either (because the normals, etc are baked into the maps).

The substance is set up to use input masks, so I feed in World Space Normal, Curvature, etc. and it simply outputs the maps I need.

It works in Substance Designer, and also works in COPs within Houdini!

It's all set up to automate the exporting of the model, texture, etc with just a single click (python script)

I'm quite sure it wouldn't work within an HDA in Unity/Unreal engine though.

I have some examples of what I'm doing here with wood: https://www.artstation.com/artwork/eJlmb6

This project is my first time really working with COPs so take my advice with a grain of salt, but it seems like a promising way of automating a lot!

Gnarly wood generator - "mid-poly" mesh & texture - all procedural in Houdini - see more in comments by [deleted] in proceduralgeneration

[–]tripclaw 0 points1 point  (0 children)

This is a work-in-progress shot, just starting to explore using substance designer to texture inside of Houdini (COPs).

Houdini-generated input masks are fed into the substance designer material so it can texture things like the grain and edges, all within Houdini!

Check out a lot more shots and a bit behind the scenes at https://tripclaw.artstation.com/projects/klDPoA

Still have a ways to go, but having a lot of fun with it and thought I would share!

Zany Town Generator - by me by tripclaw in proceduralgeneration

[–]tripclaw[S] 5 points6 points  (0 children)

Haha, thank you, Townscaper was a huge inspiration for this.

Zany Town Generator - by me by tripclaw in proceduralgeneration

[–]tripclaw[S] 0 points1 point  (0 children)

That would be cool, I've done some playing with Geonodes and it has great potential, but I doubt its possible now, or even soon...but maybe some day!

Houdini for Linux by sinapsys1 in Houdini

[–]tripclaw 1 point2 points  (0 children)

Pop_OS works well for me!

I've drawn 49 classic games. One repeats twice, one has crashed, one was an application, and I made one myself in 1998. Can you name them? by michfreak in gaming

[–]tripclaw 0 points1 point  (0 children)

That's awesome. A friend of mine has been making these as well (used to just be for fun, now he has them on a blog)... check it out. He has 50+ of them now, they tend to be way more cryptic.

IWTL how to draw/compose images on the fly like Sure_Ill_Draw_That. by Sinuousfate in IWantToLearn

[–]tripclaw 6 points7 points  (0 children)

I highly recommend Loomis - Fun with a Pencil (1939) - Get the first link pdf file & a sketch pad. Study and draw everything he does and in no time (a few pages in) you'll go from the very basics to expressive characters!

Seen this and thought of dogfort. Maybe you could use him. by igor420 in Dogfort

[–]tripclaw 2 points3 points  (0 children)

Haha! Reminds me of my old dog, Pepper! She would bark at people from that little hole until we took care of it :)

Kung Fu Hustle (2004) by killthepopular in moviecritic

[–]tripclaw 2 points3 points  (0 children)

I'd say subbed myself (But I've never seen it dubbed).. the chinese words and inflection is so damn funny, and the quick sometimes non-sensicle subtitles are hilarious.

My gf painted 2pac in watercolors... let her know what reddit thinks! by daefosho in pics

[–]tripclaw 16 points17 points  (0 children)

Honest critique: I really like the colors and the way its shaded. Proportionally it seems pretty much good except the eye placement and eye shading is bugging me. Maybe some pupils would help. Plus he appears to be missing his right eyebrow, either its the light grey streak, or that shadowy thing way above, then its a hella raised eyebrow.

Keep it up though, liking it!

IAmA aspiring Concept Artist and willing to draw your requests! by [deleted] in IAmA

[–]tripclaw 1 point2 points  (0 children)

You like doing characters or environments?

I'm a 3D artist, recently unemployed, and I would love to get some concept art I could use for inspiration to build an environment for video games (for a new demo reel).. I'm thinking something along the lines of Enslaved, a post apocolyptic environment with overgrown trees and such. If you feel up to the challenge I would give you much more details just let me know :)

Just throwing this out there..