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Rock Generation
Course Description
The Procedural Rock Generation course will take you through the steps of creating rocks for a game level, or a rendered scene, so that we only need to build one graph and have that graph produces many variations on the rocks. By the end of this course you will have built a nice rock generation system that you can use in your 3D environments, that allows you to control the placement, scale, and falloff of the rocks.
Course Details
Difficulty: Intermediate
Category: Modeling & Layout
Total Lessons: 6
Running Time: 1 hour 4 minutes
Date: 06/01/14
Course Files
Source files for this free course are available only to members with Apprentice and Rockstar Access. Please Log In or Upgrade your account to unlock these files.
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File Name: GaTu_Hou_ProceduralRockGeneration.zip
File Size: 205.87 KB
Complete Houdini OTL and HIPNC source files for all assets created during the course.
Course Lessons

1. Getting our Work Environment Setup

Lesson 1, Getting our Work Environment Setup
To get our Houdini asset up and running, let’s build out our working environment, but setting up the initial nodes, and building out an OTL, that we can extend throughout this course.

2. Rock Generation

Lesson 2, Rock Generation
With our work environment setup, let’s dive into how we can generate rocks, through the use of VopSop’s.

3. Scatter it Simple!

Lesson 3, Scatter it Simple!
Creating rocks procedurally is great, but we also need to take into account how we will place these rocks over some sort of terrain or 3D ground, that you might be using in your CG productions. This lesson will demonstrate how to use Vertex Color to scatter rocks over a simple terrain.

4. Scatter it with Area

Lesson 4, Scatter it with Area
Let’s take a look at another way to scatter the rocks, by painting in an area value. This lesson will expose some more of the features of the scatter SOP, to reveal how you might be able to create more intelligent scattering.

5. Scatter with Weight

Lesson 5, Scatter with Weight
The last two examples we great examples of how we can scatter objects, but it might be nice to keep the scatter points from re-scattering every time we paint. In this lesson we will take a look at how we can retain the original positions of the scatter points, so an artist can paint rocks with a bit more ease.

6. Rock Falloff

Lesson 6, Rock Falloff
Our final lesson takes a look at how we can allow an Artist to paint in the falloff of rocks. This means the Artist has control of the rocks scale as they meet something like a path, or a road, etc.