All Projects → CorvaeOboro → zhoudini

CorvaeOboro / zhoudini

Licence: CC0-1.0 license
houdini hda tools focused on procedural modeling environments

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ZENV

  • houdini hda tools focused on procedural modeling environments .
  • open source work in progress , many thanks to sidefx and other libraries and tutorials .

DOWNLOAD | INSTALL NOTES | TOOL LIST | ALL | WEBSITE

INSTALL

  • DOWNLOAD , extract zip to any local path
  • Copy zenv.json to ( C:/Users/USER/Documents/houdini18.5/packages/ ) matching local user and houdini version
  • Edit zenv.json file text line to match local path to zenv folder
  • Alternatively may copy the included houdini.env to ( C:/Users/USER/Documents/houdini18.5/ ) editing to match local path of zenv folder

TOOLS LIST

jump to category :

CREATE   PLANTS ITEM PATH
LAYOUT MODIFY REMOVAL CHARACTER
UV QA TEXTURE VFX
CAM MESH LINES
COLOR _________ MATERIAL _________ NORMALS _________

hip/00_ALL_HDA/00_ALL_HDA.hip

click names below for tool example :

CREATE

______
z GEN BRICKMAIN 01 stone brick variation generator , creates set of low and hipoly for baking
z DIFFUSION REACTION TUBES fill mesh with intestine brain like tubes based on simulated diffusion chemical reaction
z CURL LINES LOOP creates lines curling on input mesh surface using curlnoise loop
z DRIP GRUNGE drips grunge under overhangs , longer when near more drip neighboors
z GEN REVOLVE BASIC creates revolved mesh path deformed to backbone curve , input profile and backbone curves
z GEN STAIRWAY creates stairway made of bricks , optional guideline and collision avoidance
z CURL LINES THEN PLACE SPIRALS creates curllines on the surface of mesh then copies spirals to the geometry with collision detection
z GEN CIRCLES RADIATE PATTERN creates circular patterns inspired by Seigaiha . scatter circles , then radiate those circles outward while avoiding intersection by order or generation .
z GEN STONE BRICK CIRCLE creates a circular brick section by even voronoi fracturing extruding toward center . applies noise and bevel to resemble stone
z HELIX ALONG CURVE creates multiple spiraling helix curves around input guide line
z WIRE OVERLAPING OFFSET creates wires from input curves rayed to ground collision offset near neighboor wires
z GEN RUNES creates rune like symbols
z GEN ROCK THIRDS creates a rock stylized by lot subdivision rule of thirds , setup for PDG
z GEN PILLAR generate pillar - holding multiple brick generators and circle brick generators assembled to create a full pillar .
z GEN ROCK 4m creates a simple rock , with fractured surfacing
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 CRACK BRANCHING creates branching crack mesh used for booleaning other meshes
z GEN GIZMO axis gizmo for debug
z GLASS BOOLEAN input mesh with irregular shaped holes , creates an intersection plane cut to fit , adds inset with vertex color falloff from edge for shader
z GEN LATTICE GRIDMESH creates a box of grids with interior points ideal for use as a lattice deformer

PLANTS

______
z PLANTS HELIX ROOTS create winding intertwined roots from a guide line .
z PLANTS PETAL FORM creates petal from curve backbone and multiple warped elipse curves defining the shape changes over the length of the backbone
z PLANTS VINES W LEAVES creates vines conforming to surface of mesh guided by line . iterative collision checks slow tho precise , leaves also collision avoid
z PLANTS MOSS HANGING creates hanging placements of moss mesh
z PLANTS VINES GUIDED creates a vine tube using a wandering path finder guided variably by a curve or direction vector
z PLANTS SCATTER LEDGE layouts hanging plants aligned along edges of input mesh with collision checks
z PLANTS TREE PATHFIND generate a tree using shortest path thru curves scattered and connected around collision objects and previous tree roots

ITEM

______
z ITEM ABILITY ICON creates variety of icon of ability in TOPS by wedgenum
z ITEM RING creates variety of ring items , helix , diffusion tubes , rock gemstones , in TOPS by wedgenum
z ITEM RING FROM IMAGE creates a projected 3d ring from isometric image , setup for TOPs processing folder of images to 3d relit renders
z ITEM HELM creates variety of helm items in TOPS by wedgenum
z ITEM POTION creates variety of potion items in TOPS by wedgenum
z ITEM SWORD FROM IMAGE creates a sword mesh from image , traces , orients , thickens by skeleton , uvs projected , baked to vertex colors

PATH

______
z PATH BASE creates a path floor section and collision , this is the basis for all other path snapmap variants .
z PATH LEDGE creates environment mesh for isometric snapmap pieces , used with PATH_BASE
z PATH ISO EXTRUDE isometric camera angle extrude , for use with PATH to avoid camera blocking geo
z PATH DIRECTIONS cycle thru 90 degree rotations and mirrored variantions . for use with path tool
z PATH 2SPLINE COLLISION input two curves defining the border of a path , creates floor geo and collision for gameplay

LAYOUT

______
z COPY TO POINTS BY PIECENUM INTERSECTIONCHECK copy variants by piecenum attribute with collision checks
z COPY MESH ALONG CURVE DEFORM pipe / wire curvedeform for houdini engine . copies input mesh without stretching along a curve , adds cuts for smoother bending , projects normals outward from curve ,
z COPY TO EVENLY DISTRIBUTED GRID copy by piecenum to dynamic evenly spaced grid - useful when baking and review
z TILE 4m copies input to each of the nearby quadrants preview tiling ( 4m default )
z TRANSFORM ITERATE COLLISION CHECK iteratively move pieces towards nearest goal while avoid itersection with collision ( an iterative simplified gravity / attraction sop based )

MODIFY

______
z VORONI FRACTURE GRADIENT OFFSET voronoi fractures then offsets clusters by multiple world space gradients . useful for rock and cliff forms .
z DEFORM BY HELIX deform the input mesh by a helix fit to the object bounds
z MESH SUBTRACT COLLAPSE END simple boolean subtract with option to collapse . useful for quick edits in ue4
z DEFORM BY AXIS bounding box ramp deformation , using multi axes \ multiple ramps
z NOISE DISPLACE MASKED 3d noise ramp creates a mask remaping the displacement of mesh by a second 3d noise . no uvs requred , aligned in world space
z MESH WRAP DEFORM BY UV deform mesh to another mesh by using the flattened UVs , useful to wrap a pattern around another
z MESH SURFACE SIMPLE REMESH mesh surface simple remesh ray projects a grid unto the input geo and remeshes then reduces , helpful for fixing chaotic geo and non manifold errors .
z PLANARIZE MULTIPLE SURFACES input mesh surface is segmented by avg n and flattened from multiple directions . useful to randomly planarize from different angles for rock meshes
z MESH CHIP CRACK boolean subtract chipping and crack meshes onto the surface based on curvature and fit projecting the crack meshes .
z CONFORM INTERSECTING LERP conform around a given colllision object if has intersection
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 STAMP FOREACH PIECE randomized boolean of one mesh on to the surface of variants . useful for cutting designs into bricks
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 CUT INTERSECT DARKEN darken a surface from the intersections of other objects , with option to boolean those cuts in

REMOVAL

______
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 KEEP ONLY LARGEST CONNECTED ELEMENT removes smaller detached objects
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 REMOVE THIN MESH removes prims based on thickness measurement , then can fill in holes , useful for removing thin slivers

UV

______
z UV AXIS ALIGN SNAP optimize uv location , moves uvs to zero to one space for precision in games
z UV ALIGN WORLD align uv islands to world axis
z UV OVERLAP CHECK a slow tho absolute uv overlap check , by intersection checks , separates all overlaping prims, then repacks
z UV TEXEL DENSITY CHECK check texel density with colorized debug , handles multiple materials with different texture resolutions by specifiying the materials name string and their rez
z UV POLYWIRE creates polywire with specific UVs , useful when sweep is not producing desired bends
z UV TRIM fits uvs into specific trim sheet area while scaling the pieces along an axis relative to their world space
z LIGHTMAP UV GEN UVs creation for lightmaps , stored to uv1 with higher merge threshold

QA

______
z COLLISION INTERSECT CHECK detect and show intersections with provided collision geometry . useful to avoid clipping into level geometry beyond a specific distance threshold

TEXTURE

______
z TEX SEAM BLENDER blend and blur a texture across uv seams to fix small bake errors and make seamless , additionally blending intersections of the meshes when surface details do not share a uvseam edge .. this is WIP bruteforce approach dividing the mesh by texel density and transfering the colors to vertexcolor bluring in worldspace proximity lastly adding in some noise counteract the blur .

VFX

______
z VFX SLASH from ANIM create a smoothed swipe mesh for vfx , sword slashing

CAM

______
z CAM ISOMETRIC camera with crane\boom arm setup matching isometric game settings
z CAM PROJECTION fspy a wrapper for fspy hda created by floodini , input fspy json creating camera matching ref image perspective then project that image to floor plane

MESH

______
z VDB INTERNAL FILL mesh to vdb to mesh , combines multiple lower res vdb's that are eroded to fill in the internal spaces
z EDGEGROUP BY UV AXIS edgegroup based on axis of uvs , useful for polybeveling specific edges procedurally
z POLYBEVEL SAFE polybevel with fix for exploding points
z SHRINKWRAP VORONOI CLUSTERS similar to convex decomposition , cuts mesh into pieces via voronoi , shrinkwraps those pieces . useful for rocky shapes
z TUBE MESH BETWEEN TO CIRCLES input 2 circles , create a cyllinder between them
z REVERSE BY N UP attempts to fix reversed backfacing normals on multiple sub meshes, useful for fixing exported levels with mirrored ( negative scaled ) objects
z POLYREDUCE GRADIENT QUADS polyreduce setup with gradient retention to keep mostly quads , with secondary reduction
z REMESH RAY SPHERE remesh using sphere around object , iteratively raycast and smooth to approximate shape

LINES

______
z CURVE FROM TUBE centered curve from mesh ( even if mesh has nonuniform topology )
z CURVES FROM UV ISLANDS for each uv island create a line curve aligned by the longest angle or vertical\horizontal . useful for generating tree branch curves from existing low poly trees
z MASK TO LINE creates line from image color
z SORT BY LINEAXIS sorts a line contigously linearly along axis , enforcing a point order on a curved line when sort by axis may skip around

COLOR

______
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 COLOR LINES SCRATCH VTX cuts in elipses and applys vertex colors for stratches along an axis
z VERTEXCOLOR CONVERT converts standard rgb vertex color blending to multilayer vertex blending with alpha

MATERIAL

______
z UDIM CONVERT convert single material UDIM to multiple materials , and reposition the uvs into zero to one

NORMALS

______
z NORMAL AREA WEIGHTED normals smoothed face area weighted alternative

PYTHON

  • HOUDINI_HDA_PLACE_ALL.py = for each hda in a folder creates hython script to place the nodes in houdini
  • HOUDINI_PATH_TOPs_CREATE_SET.py = creates hython script to place TOP nodes for each PATH mesh component
  • UNREAL_PATH_CREATE_SNAPMAPS.py = for each set of PATH meshes creates unreal map for each corresponding variant

RECOMMENDED LIBRARIES

CREATIVE COMMONS ZERO

free to all , creative commons CC0 , free to redistribute , attribution not required

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