[HOUDINI DIGITAL ASSET] Military Base Camp - Fence Wire Panel Generator

Опубликовано: 30 Октябрь 2024
на канале: cgcircuitLLC
212
5

Full Content URL: https://bit.ly/44zNyfv

Author: First Iteration

Full Content Description:
MILITARY BASE CAMP - FENCE WIRE PANEL GENERATOR FOR HOUDINI & UNREAL 5
V1.0

REQUIREMENTS:

Unreal Engine 5.0.3 or the latest for library content.
Free Houdini Engine Indie Licence v 19.5.368 or latest.
Houdini Engine for Unreal Engine Plugin version 2.0 - H19.5.368 or
latest.
No other 3rd party plugin is needed.

With this Houdini/Unreal Engine tool, based on Houdini Digital Assets,
users can generate fully customizable simulated fence wire meshes with
guided damage and camouflage or a piece of cloth attached to it.
Different patterns of wire-mesh can be used in Proxy mode by swapping
the texture/material. The camo mesh also can be used to generate any
piece of cloth (not necessarily camo), simply by replacing the
texture/material of the Proxy cloth. Hero modes are specific for high
poly wire/camouflage mesh generation.

The tool allows numerous customizations of all components of the
wire-mesh and camouflage including base dimensions, patterns, wires,
ropes, edge and guided damage. Customizable mesh resolutions allow
striking a balance between fidelity and performance. It also provides
built-in features and normal maps baking with customizable modular
multi-layered Unreal Engine materials for a beautiful and flexible
look. Nanite enabled.

PLEASE NOTE:
This versatile procedural generator can be utilized independently or
in combination with the Concrete Block, Fence Post, Fence Panel/Gates,
and Light Post generators. Together, they empower users to construct a
wide array of barriers, perfectly tailored to meet any perimeter
requirements.

WATCH THE VIDEO IN PREVIEW TO BETTER UNDERSTAND HOW IT WORKS.

This tool contains parameter tooltips and help documentation with tips
and tricks for your convenience.

THE HOUDINI & UNREAL NODE GRAPHS ARE OPEN TO BEING VIEWED AND MODIFIED
FOR YOUR OWN NEEDS (LICENSE TERMS AND CONDITIONS APPLY).

THE PACKAGE INCLUDES:

Main cgc.fenceWirePanel.1.0.hdalc Houdini Digital Asset and its
components.
Unreal 5 demo project with an example map of generated wire-meshes.

7 PBR multi-layered material instances and their variations (for
various cloth, rope components including desert, forest and winter
themes) with 4K in-built textures included in the Unreal project.
5 material layers and 2 multi-layered BPR master materials.
22 material functions to be used as modules for your custom
materials.
13 material layer blends for various procedural color and material
variations based on position, top-down gradient, slopes, noises, and
their combinations to be able to blend details, dirt, snow, moss,
wetness, etc.
4 x 4 RGBA-packed 4K noise textures (16 noises in total) are
included in the Unreal project.
Real-world scale. Units of measure: meter. 1 Unit = 1 Meter.

NOTE. Simulations produce realistic results but can be slow and
erratic processes depending on your computing power, mesh resolution,
the number of parts involved, simulation settings, and the number of
animation frames, and can easily go beyond several mins. Some
additional settings are provided including extra caching capabilities
(see the documentation for tips) to counter these limitations and
speed up the workflow while you are working on the perfect wire-mesh
you are aiming for before taking the necessary time to produce
high-fidelity assets.



Author Page: https://www.cgcircuit.com/instructor/...

Prerequisites:

About the Author: We call a painter, a dancer or a martial art practitioner an artist when they are quite skilled at something that a majority of us would not even know where to begin along the path to their mastery. However, once an artist defines and replicates what they have done again and again it becomes a craft and if they are able to pass the structure and logic behind their craft to others it becomes knowledge. Most of the time we are craftsmen but at that moment when we use our craft to create something new and unexpected for ourselves, that first iteration defines who we truly are as an artist.

In the digital world where computers are our invaluable assistants and machine learning is a real boy now, we have an opportunity to pass our craft not only to other people but also to the machines leaving the first iteration for ourselves and delegating the repetitive tasks to automata.

First Iteration is an emerging indie game development studio with a global vision based in Sydney, Australia. We aspire to create remarkable games pushing our own limits and capacity of modern technologies and workflows that help us to work effectively and do more with less. As explorers, we tend to traverse many paths but always like to make our own, wishing to share our findings with others. We believe that giving back to the community is the way for us to become better artists and better people, and a course forward for a better tomorrow.