~/talk

Creating Decimated with Houdini and Unreal Engine

Talkat Games Gathering 2020 · 2020-12-03..12-06· [creative-coding, web-performance]
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slides:none on file

Builds a procedural city generator in Houdini that produces roads, sidewalks, scattered props, streetlights and blocky buildings, then readies the result for Unreal via packed instances. Uses scatter, fuse, resample, polyexpand/polypath, polyextrude, copy-to-points and sweep; isolates intersections by converting curves to segments, reading restlength and culling short segments with an attribute wrangle. Exposes seeds and offsets for variation and recommends PDG/chunking and packing for optimization. Houdini procedural city generator intersection detection via restlength and attribute wrangle export to Unreal with packed instances

AI-written summary · about

  1. 0:00Start
  2. 1:47start with something from scratch
  3. 2:34find some lines in a grid
  4. 5:15fuse points that are in the same spot
  5. 5:39increase the grid spacing
  6. 6:52decreasing the the grid spacing
  7. 8:31use the intersection stitch
  8. 9:01using a polyexpand
  9. 10:04resample the curve
  10. 11:39offset the surface
  11. 12:31define the color
  12. 12:48create the sideworks
  13. 13:51create the sidewalks
  14. 16:11add the permanent interface
  15. 17:38pull extrude
  16. 18:44use those curves to scatter points
  17. 20:43add a little bit of jitter
  18. 21:45drop down every sample
  19. 26:54add the normals
  20. 31:04the length of the resample
  21. 33:04create the mesh for the corners
  22. 33:49isolate the straight parts
  23. 38:40recreate the normals
  24. 41:38use a polyframe with a primitive centroid
  25. 43:11create the right and up vectors
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