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Releases: sideeffects/HoudiniEngineForUnreal-ContentExamples

Version 1.0

23 Apr 16:03
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Houdini Engine Content Examples - Version 1.0

First release of the Houdini Engine Content Examples.

Minimum Unreal Version: UE5.2

Minimum Houdini Version: H20.0.594

The Content examples require the "Houdini Engine" plugin to be installed and enabled.

To add the content examples to an existing Unreal project, please do the following after downloading this release:

  • Extract and copy the HoudiniEngineExamples folder to your project's "Plugins/Runtime/" folder.
  • Make sure that your project already has the main HoudiniEngine plugin installed.
  • After opening your project, ensure that both the HoudiniEngine and HoudiniEngineExamples plugins are enabled.
  • In the HoudiniEngine menu, you should now be able to click on the "Browse Content Examples" menu entry.
  • This will open the content examples maps folder in your content browser.

For Documentation, please visit https://www.sidefx.com/docs/houdini/unreal/index.html

Topic covered in this release:

Geometry

  • Inputs/Outputs
  • Mesh Editing
  • UV Creation/Editing
  • Normals
  • LODs
  • Collision

Curves

  • Curve Setups
  • Curves Properties
  • Curve Editing
  • Curve Creation from Data
  • Mesh Editing with Curves
  • Mesh Creation with Curves
  • Actor Spawning with Curves + Attributes

Instancers

  • Basics of Actor Types
  • Instancing Actors
  • Splitting Instances
  • Foliage Actor Types
  • Instancing Unreal Classes
  • Editing U-Properties

Landscapes

  • Landscape Inputs
  • Landscape from Houdini Heightfields
  • Creating and Editing Unreal Layers
  • Creating, Editing, and using Edit Layers
  • Basics of Heightfield Editing in Houdini
  • Actor Spawning
  • Texture Generation for Terrain
  • Landscape Splines

Materials

  • Assigning Existing UE5 Materials
  • Creating Instances of Existing Materials
  • Editing Material Instance Properties
  • Creating Custom Materials
  • Texture Generation

Geometry Collection (GC)

  • Chaos Geometry Collection Setup
  • Fracturing Basics
  • Splitting and Embedding Meshes in GC Assets
  • Using RBD (Rigid Body Dynamics) from Houdini for GC
  • Spawning GC Actors, ie. Anchors, Fields