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Getting Cozy With The Houdini Engine
Course Description
We are at a moment in game development history where the power of proceduralism is finally at our fingertips and doesn’t require an army of Programmers to build. With the release of the Houdini Engine, Artists, TD’s, and Designers have the power to create their own procedural assets, without any programming necessary. This course is the Ultimate guide to getting cozy with the Houdini Engine. There are no programming pre-requisites, no knowledge of Houdini, just an aspiration to want to generate assets that can change and update on the fly, without having to flip back and forth between Maya and Max. By the end of this course you will have a firm grasp of how you can use the Houdini Engine for Unity, and how it might help your game development projects!
Course Details
Difficulty: Beginner
Total Lessons: 9 Lessons
Running Time: 01:49:30
Date: 9/1/14
Course Files
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File Name: GaTu_Hou_Uni_GettingCozyWithHoudiniEngine.zip
File Size: 3.01 MB
Complete Unity package and project including scripts, asset files, and OTLs. If it's in the video it's in the source!
Course Lessons

1. Where do you get the Houdini Engine?

Lesson 1, Where do you get the Houdini Engine?
In this first lesson we are going to explore the many ways in which you can purchase the Houdini Engine as well as the many forms you can purchase it in.

2. Houdini Engine Installation

Lesson 2,  Houdini Engine InstallationOval
With the Houdini Engine downloaded, let’s get it installed into a Unity project, and take a look at how we get the Engine up and running!

3. Creating our first OTL

Lesson 3, Creating our first OTL
If you are not familiar with Houdini, you might be asking yourself, what the hell is an OTL file? Throughout this lesson we will discuss what the OTL is and why it is so crucial to the main workflow, when using the Houdini Engine. By the end of this lesson you will have a basic procedural asset working in the Unity Editor.

4. Creating Procedural Collision Meshes

Lesson 4, Creating Procedural Collision Meshes
Our procedural workflow wouldn’t be useful if we couldn’t procedurally generate our collision meshes as well. The Houdini Engine is equipped to handle just that task. This lesson will walk your through the necessary steps in order to get a collision mesh generated for our basic asset created in lesson 3.

5. Assigning Materials

Lesson 5, Assigning Materials
Materials are a crucial part of any real time asset. With the Houdini Engine we have the power to automatically assign materials, or let the user decide which materials to use. We will also walk through the process of using Substances on our procedural assets, as well as step through the process of automatically generating uvs for our simple procedural asset. By the End of this lesson you will have a flexible asset that supports standard unity materials or substances as well as uvs.

6. Curve Based Procedural Asset

Lesson 6,  Curve Based Procedural Asset
The Houdini Engine also gives us the power of using curves to drive Procedural assets. This becomes very powerful when you want to perform tasks such as creating a guard rail for a road, or placing a bunch of barrels in a path. By the end of this lesson you will have a firm grasp of how to use Houdini Curves inside of the Unity Editor.

7. Procedural Instancing

Lesson 7, Procedural Instancing
Duplicating objects along a curve is great, but what if we wanted to allow users to define what objects get duplicated along a curve. Using the Houdini Engine, this is completely possible! Throughout this lesson we will walk you through the steps to create an asset that is driven by artist generate content.

8. Understanding Inputs

Lesson 8, Understanding Inputs
We can actually start to build up larger systems, using Houdini Assets, by utilizing inputs. Inputs allows a user to assign a specific asset to another asset to change the way the procedural asset generates its final result. By the end of this lesson you will have a solid understanding of how to use inputs to your advantage, to build larger procedural systems.

9. Conclusion

Lesson 9, Conclusion
In this lesson we will review what we have covered throughout this course and direct you towards more advanced tutorials that will unfold the dark mysteries of the Procedural workflow, for game development.