Hey Paul, great presentation! I'm curious about the cellular noise in the grass randomization you showed. Do you know where I could find more detailed information to achieve that look on grass? Thanks in advance!
@plfxtdАй бұрын
Thanks! I couldn't find anything except this one --> kzbin.info/www/bejne/fKvFZGWubqdla9U I hope it helps
@vit_mcetsaАй бұрын
@@plfxtd Thank you so much for sending the link! I'll check it out.
@OlgaTretiakova-u8x2 ай бұрын
Thank you a lot!!!! This tool is really cool. It helps!
@omarkhaled3d633 ай бұрын
thanks
@KuroNeko-gp8kh5 ай бұрын
thank you alot
@vllad746 ай бұрын
Дякую!
@SK-hj1xh7 ай бұрын
Hi. Can you update a link to the project?
@plfxtd7 ай бұрын
done
@bobcharlotte87248 ай бұрын
Damn dude, I didn't think that was possible. Thank you so much!
@devjitpaul119110 ай бұрын
incredible, thanks so much
@roja11 ай бұрын
Very cool this worked well on 3000 objects at once! Well done. Subbed :)
@IstyManame11 ай бұрын
Wait so you're placing almost individual grassblades? How does it works out perfomance-wise? Great stuff, that's impressive
@plfxtd11 ай бұрын
TNX! The last example was just three grass blades. It’s fine under one million, but it would be overkill to scatter the whole environment with that method. I would use it for hero close-ups or mid-shots in specific areas where large grass clumps would penetrate environment objects too much. Cheers
@andreyegorov4496 Жыл бұрын
Hi, I guess it doesnt work with 2024 version. Nothing happens when I hit play this script
@lyravisionmusic Жыл бұрын
Is this tool available for purchase somewhere?
@plfxtd Жыл бұрын
Sorry, it's not for sale
@enjoy6744 Жыл бұрын
it doesn't work in maya 2022, and it's obvious because video was created in 2021 (нажаль)
@wnetster Жыл бұрын
just tested in Maya 2023.3 and it's working
@Kocho496 Жыл бұрын
Thank you ❤
@alexschmidt1114 Жыл бұрын
greatly executed and doesnt crash!
@alexandrefabretti1174 Жыл бұрын
wah incredible, are you providing services to develop an environment for my game?
@plfxtd Жыл бұрын
Thanks, I just asked my boss and he says you can contact him about your game environment [email protected]
@alexandrefabretti1174 Жыл бұрын
@@plfxtd ok cool ty
@alexandrefabretti1174 Жыл бұрын
@@plfxtd I have just sent an email to matt
@ToreHolmem Жыл бұрын
Downloaded and had a look - This looks so freaking good, man.. So tastefully done, incredibly beautiful.
@Prajwal____ Жыл бұрын
If I rigged my character in houdini, will I be able to procedurally animate it in unreal engine? with the help of houdini engine!
@plfxtd Жыл бұрын
I haven't done anything character related in Houdini, sorry
@Prajwal____ Жыл бұрын
This looks phenomenal!!
@joelmasko9615 Жыл бұрын
This is looking great! For someone that would be very much interested in getting into houdini and procedural world creation. Where would you say I should look first? Any specific tutorial or website that can give a strong foundational understanding? I already have a lot of 3D knowledge but lacking in Houdini :) best regards,
@@plfxtd you answered that one quickly, thank you, appreciate it tons! :D
@ToreHolmem Жыл бұрын
@@plfxtdThanks for the YT link, I saw another lower quality presentation from them, this is fantastic!
@pugmanvfx Жыл бұрын
Amazing work! I wanna ask your opinion. What do you think of the difference between Houdini Engine and the new PCG tool for procedural environment making?
@plfxtd Жыл бұрын
Good question! PCG: I haven’t tested PCG myself, but I have watched videos of people using it and the Epic GDC2023 talk. Based on that, I think if your project is Unreal only - it’s most likely a good assets scattering solution for a small game dev team/project where you don’t need to integrate much stuff into your pipeline. Also, it’s easy to get started with it, especially if you are familiar with building Blueprint Networks in Unreal. I believe PCG is limited to procedural asset scattering, but it probably would be faster in performance than any Houdini Engine-based scattering solution. Especially if in the future Epic makes PCG computation on GPU. Also, PCG has the ability to work at runtime in your game. Currently, PCG is in experimental mode and has only 40+ nodes to work with. It looks very promising, but I think it’s too early to rely on it in production. I hope Epic is serious about PCG and won’t forget about it in the same way as they did with the experimental Procedural Foliage Spawner. HOUDINI ENGINE: It’s a production-ready/proven Procedural World Generation solution and not limited to that and used by many companies (Ubisoft, EA, Activision, Insomniac Games, Epic Games and etc.). You can generate, scatter, modify, simulate and so on. Also, all the tasks could be distributed on the farm via the power of Houdini PDG (good for open worlds). Houdini has 1000+ nodes and with CPU Multithreaded VEX and GPU-powered OpenCL - you can build an extra unlimited amount of nodes; basically - the cosmos is the limit. Houdini Engine is open source and you can integrate Houdini with it into any DCC or Game Engine. There are publicly available plugins for Maya, 3ds Max, Cinema 4D, Unity and Unreal Engine. It means that any procedural tools that you build in Houdini could also be used outside of Houdini. It’s hard to learn Houdini, but to me it was easier than learning to build Unreal Blueprint Networks. I hope that helps.
@pugmanvfx Жыл бұрын
@@plfxtd Thank you for the detailed reply. I agree. This project intrigued me to look into houdini engine. Like you said, sky is the limit I guess. Please keep them coming. I would love to see more!
@normal_vector Жыл бұрын
@@plfxtd : There do seem to be some PCG parts being developed beyond procedural asset scattering- for example there's Geometry Scripting which is used in Lyra to create (fairly simple) procedural models for windows, doors and stairs. It's again nowhere near the level of power that Houdini offers for similar work but it's a good start, and Ryan Schmidt's videos on it show some it off quite nicely. There's also the mysterious "Procedural Content Generation Framework Geometry Script Interop" which (I'm presuming) provides access to the Geometry Scripting system from PCG graphs but I've not seen anyone talking about this yet so aren't sure what it's capable of. Fully agree with the hopes Epic stick with this one, it's annoying when we see absolutely amazing features being added in experimental (or even beta) and then taken away again. I do have hopes that they won't though as this does feel to be their biggest new feature added since 5.0 bought us Nanite and Lumen.
@PeterLeban Жыл бұрын
Man, that grass looks like the real thing. Gj!
@DaddyVader87 Жыл бұрын
I am thinking I need Houdini to make functional large worlds at this point. This is amazing.
@theocarnet6368 Жыл бұрын
Great job, huge thanks for download link.
@AronCaetanoBR Жыл бұрын
Amazing
@takbggg Жыл бұрын
Wow, you're a genious
@bekabaratashvili3178 Жыл бұрын
Awesome!!!!!!!🤩
@vinimoura8374 Жыл бұрын
Show
@BryanHoward Жыл бұрын
Looks awesome Paul! I won't even attempt to run this on my 1080ti :D
@plfxtd Жыл бұрын
Tnx Buddy! I think you can try, just lower the resolution settings and shadows set to medium. That card is a legend, would be nice to know if it's still holding up.
@NightShadowReal Жыл бұрын
thank you kindly sir
@keithyakouboff8755 Жыл бұрын
I grabbed my own cat model (resolution similar to that in the tutorial), but the "cut" operation consistently resulted in the entire cat disappearing.
@plfxtd Жыл бұрын
Do you get any error messages?
@keithyakouboff8755 Жыл бұрын
@@plfxtd Yes: // Error: line 150: Cannot perform boolean operation Also, in other scene in which I did manage to cut up an object via the script (a Greek column), I wanted to create a dynamic sim of it being wrecked by a flying sphere. Maya crashed each time. Yay!
@plfxtd Жыл бұрын
@@keithyakouboff8755 try to disable the legacy mode and also make sure your geo is watertight and clean. Boolean operation in maya doesn't like messy geo
@keithyakouboff8755 Жыл бұрын
@@plfxtd I will attempt that. Thank you.
@keithyakouboff8755 Жыл бұрын
@@plfxtd You know, you may have been on to something. I just exported the cat model (.obj), and it came back into Maya broken up. It was intact just to look at, but when I selected it, it was no longer one solid model. I went to merge vertices, and then got some holes in some parts, and the thing was still not one, solid model. I will find a better model and resume my tutorializing. Thank you.
@Addepat Жыл бұрын
Thanks for your scripts! Great!
@index100 Жыл бұрын
thanks a lot its amazing
@kartiksadvij Жыл бұрын
Yo, this is awesome!
@bongyi1936 Жыл бұрын
Is there a 2022 version of Maya?
@plfxtd Жыл бұрын
it should work in Maya 2022
@mrz3r068 Жыл бұрын
thank you!
@홍가-v4b2 жыл бұрын
thx~!
@arturperzyna54532 жыл бұрын
Quite cool. Judging form the video. The script gives me: // Error: line 8: Object 'scale' not found. //
@hungphamquang36502 жыл бұрын
thank man, This is amazing. But you no update more tools? Miss you
@ChaosWolfNinja2 жыл бұрын
OMG!!! Thank you sooo much! You absolutely rock!!!
@emilioochoa65752 жыл бұрын
love you
@duygukocdur9802 жыл бұрын
ı cant take shelf pls help
@coolkid87692 жыл бұрын
Not working for 2023.1, hope you can fix it.
@amitabhbarretto2 жыл бұрын
Thank you
@vanesieg70972 жыл бұрын
after writing I give enter?
@akoshufi2 жыл бұрын
Hi, I have a problem with the tool. When I press cut It says " I cannot perform Boolean operation" and the whole mesh just dissapears. Can you help me please. Thanks