Join Scott Pagano for an in-depth discussion in this video Exporting a Houdini digital asset, part of Houdini Engine for Cinema 4D and Maya.
- Now that we have our Houdini network…packaged up into a subnet,…and our parameters the way we want them to be,…I'm going to show you now how to export this…as an HDA, or a Houdini Digital Asset.…This is a really simple process.…So what we're going to do--…so I'm going to right-click on my subnet,…and I have a menu that comes up,…and I"m going to choose Create Digital Asset.…Okay, and now we have a Create New Digital Asset…from Node window that comes up…and we have a few different options.…We'll leave the operator label…and operator name as they are,…obviously you can customize this to whatever you want,…but the important field we're concerned with…is the Save To Library field.…
By default, Houdini wants to put this in a traditional place…where, just for historic reasons (mumbles)…we want to do is we want to put this in a custom place,…name it the way we want in our own directory.…So I'm going to click on this file tab,…go to the desktop, go to our Exercise Files folder,…go into Chapter One Houdini,…and you can see Houdini's project folder structure…
This course introduces the typical Houdini pipeline for creating complex systems that can be passed along to shot creation. Scott Pagano shows how to load the Houdini Engine in Maya and CINEMA 4D, create simple geometric networks, build more complex particle systems and fluid simulations, and create a procedural building generator for quickly blocking out buildings in Maya and C4D scenes.
- Overview of Houdini digital assets (HDAs)
- Preparing digital assets in Houdini
- Loading Houdini assets in Maya and CINEMA 4D
- Building a particle systems with the Houdini Engine
- Creating a procedural building generator