HEX Episode 7

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Welcome to Episode 7 of HEX, an ongoing series of interviews with people from the Houdini community – studio artists, indie artists, developers, tech partners and event organizers.

0:00 – Welcome

1) 0:50 – Houdini Kitchen Generator – Ian Bonifacic
The Kitchen Generator tool allows you to generate variations of kitchen configurations within 3ds Max, through the use of Houdini Engine. You can work with the existing kitchen starter-pack, which contains sets of cupboards, shelves, sink, panels and parts.

2) 13:44 – World-building with USD – Grant Miller (Ingenuity Studios)
Learn why and how Ingenuity Studios re-developed their pipeline using USD and Solaris.

3) 17:38 – Beautiful Gore for Diablo IV – Nema Safvati / Ashraf Ghoniem (Blizzard Entertainment)
Hear about the “Blood Drum” effect from the Diablo IV cinematic “By Three They Come”. We’ll dig into how we took advantage of Houdini’s flexible simulation tools, and VDB surfaces to efficiently create a complex formation effect. Then onto how Vellum enabled us to create dynamic stretching and tearing effects.

4) 21:38 – Character FX Pipeline – Philipp Buschauer (Axis Studios)
Learn about the journey of developing a CFX pipeline from scratch – leveraging Vellum, PDG and USD inside of Houdini. The focus will lie on some of the core concepts, their implementation and how to satisfy experienced users and newcomers alike.

5) 25:13 – In the Eye of the Storm: Large scale fluid and volume simulations – Andreas Giesen (Rise FX)
Learn about the creation of photo realistic oceans and ships that sail directly into a water-tornado and the sinking of an incredibly high island into foaming waters, focusing on large scale fluid simulations and volumetric effects.

6) 29:47 – FireHawk PDG Tools – Andrew Graham
Learn about this open source Houdini package for production being built since PDG became generally available, including:
– Orchestrating many versioned assets across shots with minimal resources
– Reproducing output: immutability and idempotence
– Integration with asset databases
– Multiple schedulers

7) 33:07 – SkateBIRD Indie Game – Megan Fox (Glass Bottom Games)
Grind on bendy straws, kickflip over staplers, and carve killer lines through cardboard and sticky tape parks. Above all else, skate birds try their best!

8) 38:26 – Procedural City-building with Houdini & Unreal – Matt Jukes
Learn how to create a procedural cyberpunk city with Houdini and Unreal Engine 4. Use Open Street Map data to generate the layout from a real-world city. The technique uses modular pieces that allow flexibility and art direction and can be swapped out for different styles or themes.

9) 43:43 – Gallery Showcase
We close off this episode with a featured selection of art from the gallery on SideFX.com.

Houdini Kitchen Generator –
Procedural City-building with Houdini & Unreal:

HEX Episode 7
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