Peter Prickarz (@prickarz) 's Twitter Profile
Peter Prickarz

@prickarz

Houdini Technical Artist

ID: 1230288564748984320

calendar_today20-02-2020 00:30:38

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232 Followers

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Progress Update on #Houdini Engine in #GodotEngine Our boy made it! Basically exposed a function to gdscript that fetches the output geo of an HDA as a surface array.

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#Houdini Engine in #GodotEngine update: Getting closer to a minimum viable product in terms of it being useful. Now supporting actually connecting inputs to an HDA. Still gotta add some way to track node ids and make sure not to create duplicates though.

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Another update on #Houdini Engine in #GodotEngine Got tracking node ids to work nicely, and setting parameters works now. Still not a dynamically generated UI for parms, that's for much later. Focusing on the GDScript API for now.

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Update on #Houdini Engine in #godotengine A lot of refactoring, and I finally got an instancing example! To give a bit more insight into my thought process and what I'm doing, the plan is to first expose a very convenient API to GDScript/C#, which allows directly handling

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After a long time, another progress update on #Houdini Engine in #GodotEngine Geo can now be fetched from Houdini in a recursively split dictionary - in this case based on materials for the sci-fi panels - could be anything though(collisions, LODs etc). Getting really close to

After a long time, another progress update on #Houdini Engine in #GodotEngine 

Geo can now be fetched from Houdini in a recursively split dictionary - in this case based on materials for the sci-fi panels - could be anything though(collisions, LODs etc).

Getting really close to
Peter Prickarz (@prickarz) 's Twitter Profile Photo

Got LODs working with my #Houdini Engine in #Godot integration :D Got a couple more bugs to fix before releasing this, but getting closer and closer.

Peter Prickarz (@prickarz) 's Twitter Profile Photo

Exciting news, I just released a first version of the #Houdini Engine integration for #GodotEngine The github has some basic documentation in the wiki, and I also made a YT-Video I'd really appreciate any feedback, suggestions etc. youtu.be/5iYb76kwDjU github.com/peterprickarz/…

Peter Prickarz (@prickarz) 's Twitter Profile Photo

Working on the first big update to Houdini Engine in Godot, finally bringing auto generated parameter interfaces, as well as auto cook functionality. I also improved error/log prints, which now include any cooking messages coming from the Houdini node graph. To go into a bit

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Another progress update on the UI for #Houdini Engine in #GodotEngine Basic generated input UI, as well as multiparm support. Tooltips are now also shown. As always, everything is exposed to GDScript, so you can build your own UI using the same functions.

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Not the most sensible thing to do, but to keep testing #Houdini Engine in #GodotEngine, I made two more generators - poppies and rocks. Also significantly improved the tree shader. I feel like it's gonna come together to be a pretty neat biome generator example. On a side note,

Not the most sensible thing to do, but to keep testing #Houdini Engine in #GodotEngine, I made two more generators - poppies and rocks. Also significantly improved the tree shader. I feel like it's gonna come together to be a pretty neat biome generator example.

On a side note,
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Finally got this working! Houdini point clouds can now spawn any node class by name, parent them, and set any property(even custom ones) based on a dictionary attribute. You can even create objects(like the CapsuleShape3D) and set their properties - recursively.

Finally got this working! Houdini point clouds can now spawn any node class by name, parent them, and set any property(even custom ones) based on a dictionary attribute. You can even create objects(like the CapsuleShape3D) and set their properties - recursively.
Peter Prickarz (@prickarz) 's Twitter Profile Photo

A proper announcement with detailed videos, instructions etc. will follow, but I just released the first big update to #Houdini Engine in #GodotEngine The main focus of this update was usability, so you can get HDAs to work without writing any code. github.com/peterprickarz/… For