Z_HOUDINI
collection of houdini hda's focused on procedural modelling and game dev
PLACEMENT
- z_COPY_TO_POINTS_BY_PIECENUM_INTERSECTIONCHECK : Place an array of pieces using collision checks to avoid intersection
- z_TRANSFORM_ITERATE_COLLISION_CHECK : move pieces towards goal while avoid itersection and collision ( simple gravity but sop based )
- Z_WIRE_OVERLAP_OFFSET : sop base polywire tubes ray onto floor/collision and crossover each other
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