Building Scaffolding Demo
This lecture was a really fun assignment as it helped me get a much better understanding of procedural geometry generation for Houdini and Unreal. Specifically in exposing the parameters to Unreal to further edit. I wanted to go ahead and map out the process for future reference while working on my procedural foliage generation tool for my Tech Art Final.
Breakdown
This section focuses on making the core pillars for the scaffolding, the normal2 and rendered_collision_geo serve to adjust the normals of the mesh and harden them, as well as add in collision geometry in our Unreal scene.
This node section is focused on combining all of the elements shown, move_to_grid_points duplicates the column points and places them at the vertex of each of the base points. match_size places the points at the top of the column so theres no intersection.
Finally, the copy01 is what duplicates the levels of the scene ontop of each other over and over. This node is connected to the size of the column node at the top (specifically the size.y) with +.1 to account for size differencing. When exporting to Unreal Engine both the column_size.y and copy1_translate.y (renamed to Floor Number) as parameters.
Module in Unreal Engine with exposed Floor Numbers and Floor Height.
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