zklins / 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

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

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


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