wbwj520 / zhoudini

collection of houdini hda's focused on procedural modelling and game dev

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Z_HOUDINI

collection of houdini hda's focused on procedural modelling and game dev . many of these are WIP and may not work , all tools are unlocked open source , feel free to edit \ redistribute ! credit and thanks to gamedev sidefxlab , qL , and others , using lots of their hda within these .

PLACEMENT

GENERATIVE

  • z_curlnoise_lines_loop : additive curlnoise deformation of the wireframe to produce smooth abstract curveson given mesh
  • z_GEN_BRICKMAIN_01 : generate set of stone bricks given mesh from input ( produces pieces with piecenum ) percentage of them fractured
  • z_gen_chipped_cracked : apply edge wear and boolean crack shapes onto mesh from input
  • z_GEN_CIRCLES_RADIATE_PATTERN : points ripple circles outward , older circles can not be overlaped by younger ( booleaned )
  • z_gen_crack : generate crack shape mesh , for cutting or other
  • z_GEN_STAIRWAY : generate a stone stairway following a curve and avoiding collision given brick like shapes from other generators .

MODIFY

  • Z_MESH_WRAP_BY_UV : deform a mesh by uvs of another mesh ( wrapping flat pattern to a cyllinderical object )
  • z_SHRINKWRAP_VORONOI_CLUSTERS : voronoi fracture input , then for each piece shrinkwrap . creates a fast convex version , useful for rock shapes
  • z_STAMP_FOREACH_PIECE : given a set of pieces ( bricks ) and a set of stamps ( runes ) this will boolean the stamp on the pieces with randomized range of transforms .
  • z_VDB_INTERNAL_FILL : vdb from polygons as multiple levels of resolution and erode the lower resolutions then combine . this is helpful for the low poly or to fill small internal crevases ( shallow cracks )
  • z_VORONI_FRACTURE_GRADIENT_OFFSET : fracture with voronoi then for each piece move based on bounding box gradient . useful for cliff and rock faces

CLEANUP

  • z_KEEP_ONLY_LARGEST_CONNECTED_ELEMENT
  • z_REMOVE_PIECES_BY_VOLUME
  • z_UV_OVERLAP_CHECK
  • z_EXPORT_FOR_MAYA

UE4 HDAS (WIP)

  • HAPI_Test_Curves_ObjectMergeInput
  • ue4_SAVE_INPUTS
  • z_mesh_subtract_collapse

GENERATED LIST

  • z_BOUNDINGBOX_GRADIENT_OFFSET : bounding box ramp deformation , using multi axes \ multiple ramps
  • z_CHAR_MATCH_BY_BONEWEIGHTS : conform a character to another's proportions by matching their bone weight names to area . this is a crude setup currently , needing other guides like matching landmark features like eyes scale , and matching rotattion for hands and arms
  • z_COLLISION_INTERSECT_CHECK :
  • z_COLOR_LINES_SCRATCH_VTX : cuts in elipses and applys vertex colors for stratches along an axis
  • z_COLOR_MASK_VERTEX : creates vertex colors for game masking . AO , Variation ( random per connected element ) , and localized gradients ( Z axis per connected element )
  • z_COLOR_NOISE_HI : assigns colors based on curvature ramps , useful for hi poly stones and bricks
  • z_COPY_MESH_ALONG_CURVE_DEFORM : pipe / wire polycurvedeform game dev tool with expanded options for houdini engine . copys input mesh without stretching along a curve , options to add cuts for smoother bending , option to project normals outward from curve , options to create merged lightmap
  • z_COPY_TO_EVENLY_DISTRIBUTED_GRID : copy by piecenum to dynamic evenly spaced grid - used for baking and reviewing generated piecenums
  • z_COPY_TO_POINTS_BY_PIECENUM_INTERSECTIONCHECK : copy variants using piecenum attribute using collision checks to avoid intersection
  • z_CURL_LINES_LOOP : create lines curling around the mesh using curlnoise deforming the mesh topology
  • z_CURL_LINES_THEN_PLACE_SPIRALS : creates curllines on the surface of mesh then copies spirals to the geometry with collision detection
  • z_CURVE_FROM_TUBE : centered curve from mesh ( even if mesh has nonuniform topo )
  • z_DRIP_GRUNGE : drip grunge under overhangs , longer when near more drip neighboors
  • z_EDGEGROUP_BY_UV_AXIS : edgegroup based on axis of uvs , useful for polybeveling specific edges procedurally
  • z_EXPORT_TO_MAYA : applies specific detail parameters for maya - named uv channels , named color sets for vertex colors , uv1 to uv2
  • z_FILE_BEGEO : save and load bgeo for houdini engine
  • z_FUSE_WITH_SUPPORT_CUTS : fuse two meshes together with different topology by cutting in other meshes topology
  • z_GEN_BRICKMAIN_01 : stone brick variation generator , for game ready stone bricks to be placed
  • z_GEN_CIRCLES_RADIATE_PATTERN : create circular patterns inspired by asian design . scatter circles , then radiate those circles outward while avoiding intersection by order or generation .
  • z_GEN_CRACK_BRANCHING : creates branching crack mesh used for booleaning other meshes
  • z_GEN_GIZMO : axis gizmo for debug
  • z_GEN_LATTICE_GRIDMESH : generate a box of grids with interior points ideal for use as a lattice deformer
  • z_GEN_PETAL_FORM : generate petal from curve backbone and multiple warped elipse curves defining the shape changes over the length of the backbone
  • z_GEN_PILLAR : generate pillar - holding multiple brick generators and circle brick generators assembled to create a full pillar .
  • z_GEN_ROCK_4m : generates simple rock , setup for pdg
  • z_GEN_STAIRWAY : generate stairway made of bricks
  • z_GEN_STONE_BRICK_CIRCLE : generate a circular shaped brick section by evenly voronoi fracturing and extruding toward center . applies additional noise and separation to resemble stone
  • z_GEN_TREE_TUBE_PATHFIND : generate a tree using shortest path thru curves scattered and connected around collision objects and previous tree roots
  • z_GEN_TUBES_FINDPATHS_FROM_CURVE : generates tubes that procedurally find a path to not intersect other tubes following along the length of a guide curve
  • z_GEN_VINES_GUIDED : generate a vine tube using a wandering path finder guided variably by a curve and other forces like a universal direction
  • z_GLASS_BOOLEAN : input mesh with irregular shaped hole , creates an intersection plane that conforms to the opening and adds inset with vertex colors for glass shader
  • z_HELIX_ALONG_CURVE : input curve to get helix curve around / along it
  • z_KEEP_BIGGER_OF_TWO : takes two inputs and ouputs only one ( bigger or smaller )
  • z_KEEP_ONLY_FIRST_LAST_PRIMS : carve for prim lines after segments split
  • z_KEEP_ONLY_LARGEST_CONNECTED_ELEMENT : removes smaller detached objects
  • z_LIGHTMAP_UV_GEN : UVs creation for lightmaps , stored to uv1 with higher merge threshold
  • z_MATERIAL_AUTO_ASSIGN : shop materialpath auto assignment from an existing material path to the houdini scene files specific . uses regex to parse the name
  • z_MESH_CHIP_CRACKED : boolean subtract chipping and crack meshes onto the surface based on curvature and fit projecting the crack meshes .
  • z_MESH_SLICER_SAVE : separates large meshes into grided sections and exports them to fbx , options for specific area exports , and compatible with houdini engine .
  • z_MESH_SUBTRACT_COLLAPSE_END : simple boolean subtract with option to collapse . useful for quick edits in ue4
  • z_MESH_WRAP_DEFORM_BY_UV : deform mesh to another mesh by using the flattened UVs , useful to wrap a pattern around another
  • z_NOISE_DISPLACE_MASKED : using vex attribute noise with presets apply noise to hi poly mesh surface
  • z_NORMAL_AREA_WEIGHTED : normal smoothing using face to vertex promoted normals
  • z_PDG_NAME_DIR : simple testing of pdg parameters
  • z_REMOVE_PIECES_BY_VOLUME : for each connected element , remove if doesnt match min or max measured volume , also has options of perimeter or other measurements
  • z_REMOVE_THIN_MESH : removes prims based on thickness measurement , then can fill in holes , useful for removing thin slivers
  • z_SHRINKWRAP_VORONOI_CLUSTERS : similar to convex decomposition , cuts mesh into pieces via voronoi , then shrinkwraps those pieces . useful for rocky shapes
  • z_SMOOTHING_FROM_UVs : hard edges by uv island for baking
  • z_SPLIT_CLIP_CREVISE : separate the input into two outputs with an indent along the separation , useful separating environment shell into terraced layers
  • z_STAMP_FOREACH_PIECE : randomized boolean of one mesh on to the surface of variants . useful for cutting designs into bricks
  • z_TILE_4m : copies input to each of the 9 quarants preview tiling for texture over specific distance ( 4m default )
  • z_TRANSFORM_ITERATE_COLLISION_CHECK : move pieces towards goal while avoid itersection and collision ( simple gravity but sop based )
  • z_TRIM_BORDER : create trim matching input square curve , maps specific textures \ UV to sides and top bot
  • z_TRIM_CIRCLE :
  • z_TRIM_CORNER_SUBTRACT :
  • z_TUBE_BOOLEAN_PANELS : create a cyllinder tunnel ,
  • z_TUBE_MESH_BETWEEN_TO_CIRCLES :
  • z_UDIM_CONVERT : convert single material UDIM to multiple materials , and reposition the uvs into zero to one
  • z_UE4_PATH_2SPLINE_COLLISION : input two curves defining the border of a path , creates geometry to match , useful for quickly applying collision to organic pathways in ue4
  • z_UV_ALIGN_WORLD : align uvs to world axis ,
  • z_UV_AXIS_ALIGN_SNAP : optimize uv location , moves uvs to zero to one space for precision in games
  • z_UV_OVERLAP_CHECK : brute force uv overlap intersection check , separates all prims for re packing
  • z_UV_POLYWIRE : creates polywire with specific UVs , useful when sweep is not producing desired bends
  • z_UV_TEXEL_DENSITY_CHECK : check texel density with colorized debug , handles multiple materials with different texture resolutions by specifiying the corresponding materials name string and their rez
  • z_UV_TRIM :
  • z_VDB_INTERNAL_FILL : vdb to mesh , combines multiple lower res vdb's that are eroded to fill in the internal spaces
  • z_VERTEXCOLOR_CONVERT : converts standard rgb vertex color blending to multilayer vertex blending with alpha
  • z_VORONI_FRACTURE_GRADIENT_OFFSET : voronoi fractures then offsets by multiple world space gradients . common tool for rock like shapes

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collection of houdini hda's focused on procedural modelling and game dev


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