Houdini Procedural Cliffs || 2min tutorial

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let's make some procedural rocks to start with we need to create some base shape for our rock to do this we could want to create some random points and I'm gonna create a tube with some different scaling so every copy will have a different skill to do this I'm gonna link a reference below then I would apply some jitter to get some more variation then I would loop over each different piece then I would apply some boolean to it like you could see here we pulling out some parts of the shape to make it a bit more interesting then I'm gonna use a bevel with a profile then we're measuring this part so it's not perfect anymore and has some edge damage in there then we do this for all the pieces and this would be the result so you could clearly see these chunky parts of the rocks then I would - Ramesh it again so it's again more imperfect after that starting with some VDB and I'm also going to check by connectivity so if parts are not connected to each other we can simply delete them by the blast then after that turning it back to geometry and we can now start applying some noises on top of this geometry a cool trick here is to transfer a smoother version within pattern normals as you can see here on these edges you will have better information going on so this is how this meteor version looks like and then I just transferred to normals for a transfer I will also link some resources for this then I am applying some more noise and some lines on the shape you could also make your own noise system by using a fob and make your own custom menu to what you need it can also be a good idea to test out some noises on simple shapes like a sphere so you get a good idea of what each noise is doing then I will be scattering around some of these rocks to do this we can use the curvature based on this curvature we can place around some shapes for our rocks and then I'm just gonna copy two points based on this curvature and I do this two times just to get more variation in the type of rocks if you would like to optimize this for game engines I could recommend you turning it into foxhole then doing polar reduce then Auto in the rapids and then add some normals to it and then bake it this is done the result that I'm getting Erica easily multiple versions of this rock
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Channel: Simon Houdini
Views: 100,458
Rating: undefined out of 5
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Id: L9YoExpA0Gw
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Length: 2min 18sec (138 seconds)
Published: Tue Oct 29 2019
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