Houdini: FBX Workflows for VR

FBX is a key file format throughout VR and the games industry. This course will help you understand how Houdini interfaces with it, including importing complex scenes, exporting animation, and troubleshooting common problems.
Course info
Level
Beginner
Updated
Jan 11, 2018
Duration
3h 9m
Table of contents
Description
Course info
Level
Beginner
Updated
Jan 11, 2018
Duration
3h 9m
Description

The FBX file format is prevalent in VR and Realtime but can pose some challenges for Houdini's node based workflow. In this course, Houdini: FBX Workflows for VR, you will learn how to easily interface between Houdini scenes and FBX files. First, you'll learn how Houdini's workflows compare to other software and match common export features such as Normals and Material Groups. Next, you'll build camera facing cards that cleverly use attributes set in Houdini to drive shader changes in UE4, all through standard FBX exports. Finally, you will learn how to import a complex FBX, ingest and animate the geometry inside Houdini, and export proxy meshes that have hero assets instanced with a blueprint in UE4. When you've finished the course, you will have a deeper understanding of how Houdini and FBX work together as well as how to maximize the data flowing through. Software Required: SideFX Houdini, Unreal Engine 4.16 or newer.

About the author
About the author

Craig Tonks is a Visual Effects Artist from London who creates generative artwork for Film, VR and Print. His film credits include Oscar winning VFX for "Interstellar", and he has a strong photographic background that runs through his work.

Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hi everyone. My name is Craig Tonks, and welcome to my course, Houdini: FBX Workflows for VR. I'm a senior Houdini artist currently at Rewind making VR experiences, but I come from a film background and a most jarring thing in switching to real time was having to get my data through FBX. So in this course, we're going to learn how Houdini and FBX interface with each other to help our data flow around. Some of the major topics that we'll cover include understanding Houdini's structure and how it differs from other software, making attributes inside Houdini, but drive shader changes in Unreal, ingesting and exporting more complex scenes, and outputting animation with proxy geometry to get replaced in a blueprint in Unreal. By the end of a course, you'll know how to avoid common issues and how to maximize the benefits of using Houdini in Realtime. Before beginning this course, you should be familiar with the basics in Houdini and Unreal, but full training material is supplied to go through at your own pace. And from here, you should feel comfortable diving into procedural Realtime techniques with courses on Houdini and Unreal. I hope you'll join me on this journey to learn Houdini with the Houdini: FBX Workflows for VR course, at Pluralsight.