Peter Prickarz

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Peter Prickarz

Peter Prickarz

@prickarz

Houdini Technical Artist

Brighton - UK Katılım Şubat 2020
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Peter Prickarz
Peter Prickarz@prickarz·
Recently released a big update to Houdini Engine for Godot. This is an updated introduction video: youtu.be/CSmCCTkfPCU
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Peter Prickarz
Peter Prickarz@prickarz·
@acinderah Ah damn, the US is too big. If I'm actually looking at the right one now there's an Aldi though. At least at Aldi there's also no chance of your husband walking out with savings on salad but $200 worth of Parkside tools 😂
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Sarah
Sarah@acinderah·
@prickarz ah if you’re talking about duluth georgia, wrong duluth. im up in Minnesota. unfortunately that doesn’t seem like an option here. even the full lettuce is somewhat pricy, but having a bulk “box” of lettuce mixture / spring mix / spinach et. was relatively cheaper when elsewhere
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Sarah
Sarah@acinderah·
why are salad greens so expensive in duluth...we've been to 3 different grocery stores and they all offer only small tubs of organic salad greens...in vegas we could get a giant tub for like $3-4 and here in duluth its like...$5-6?
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Peter Prickarz
Peter Prickarz@prickarz·
I would actually slightly disagree with this. I think learning VEX early on gives you the option to always fall back to writing a small code snippet if you don't know how to do something otherwise. Does lead to a lot of "oh crap I didn't know there was a node for this" down the line though.
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ねってぃもんすたー
ねってぃもんすたー@yamanetty·
少しずつHoudiniに慣れてきたけど、ちょっとしたことで躓く‥VEXでいろいろやってるチュートリアル見るけど、なかなか自分で考えて再現ってのが遠い世界だ‥
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Peter Prickarz
Peter Prickarz@prickarz·
@Csprance @sidefx Thanks a lot! Already fixed the ignore on the repo, sorry about that. Looking forward to see your prs :D
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Chris Sprance
Chris Sprance@Csprance·
@prickarz @sidefx Killer work. I got it building and I'll be sending a few Pull Requests your way :) This is really cool stuff. I like the API first approach as well. Lot more flexibility.
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Peter Prickarz
Peter Prickarz@prickarz·
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.
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Peter Prickarz
Peter Prickarz@prickarz·
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, I'm actually starting to quite enjoy the process of working with this Houdini Engine integration from a user POV. Making an HDA and getting it to work in Godot is pretty straightforward at this point, and I'm noticing that I'm spending more and more time playing with it just for the fun and creativity of it.
Peter Prickarz tweet mediaPeter Prickarz tweet media
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Peter Prickarz
Peter Prickarz@prickarz·
Multimesh instancing is now supported by the default HEGoNode3D, the update will come with this forest generator as an example.
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Peter Prickarz
Peter Prickarz@prickarz·
Needed some tree models to build an instancing example for #Houdini Engine in #GodotEngine. The natural solution: A tree generator :D Now off to actually work on the instancing example...
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Peter Prickarz
Peter Prickarz@prickarz·
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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Peter Prickarz
Peter Prickarz@prickarz·
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 more detail, this UI just relies on a couple of methods and a stash property(to store parameter values) existing on the Godot node implementing the HDA, so it'll work both with a default node I'll provide, but you can also use it in conjunction with any custom node that handles outputs in any way you want. Additionally, this entire UI is generated via GDScript, so if you wanted to make your own custom UI based on the data provided by the GDExtension, you absolutely could. It doesn't support all types of parameters yet, and most importantly doesn't handle multiparms at this point, but that's right on my list after I add generated UI for inputs. Hopefully I'll manage to release the update this month.
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Peter Prickarz
Peter Prickarz@prickarz·
@TeotiGraphix By Houdini, it's treated like any other custom Houdini Engine implementation(mostly proprietary AAA engines). I'll reach out to @sidefx to see if there would be a way to make it work with Indie.
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Michael Schmalle
Michael Schmalle@TeotiGraphix·
@prickarz What was the reason Indie licenses don't work? Just curious as I am Inide atm.
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Peter Prickarz
Peter Prickarz@prickarz·
It's a C++ GDExtension which adds a couple of classes that can be used in GDScript/C# within Godot. Basically there's a class for spline and mesh inputs, one to merge inputs, and one to instantiate an HDA on Houdini side. Essentially giving control of what happens under the hood in Houdini Engine for Unreal as well. E.g. if you wanted to generate a fence on a spline, you'd create a HEGoCurveInputNode, and call a function feeding a Godot Path3D node as reference. You'd then create your HEGoAssetNode, set it's op_name to your HDA definition name, instantiate it, set its transform, connect the HEGoCurveInputNode, cook it and retrieve the output as a surface_array(can be used on a Godot ArrayMesh type to spawn in the level/save to resources). On the Houdini side, basically any sop HDA can be instantiated and its output retrieved. Which attributes are read and meshes split by can even be configured with a config file.
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Peter Prickarz
Peter Prickarz@prickarz·
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.
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