Join Scott Pagano for an in-depth discussion in this video Overview of the particle HDA in CINEMA 4D, part of Houdini Engine for CINEMA 4D and Maya.
- In our next movie, we're going to look at an example…on Cinema 4D where we have an HDA that involves…a particle system created in Houdini.…I want to go over a few little things about that…before we dive into there.…I've created a simple subnet here called Particles 01.…If we play it back, you can see we have a bunch of particles…emitting off this tube in the center…with just a few little forces acting on them.…Very, very simple.…But, the key point here is to illustrate one thing,…is that here, we have an emitter of geometry in Houdini…that's created in Houdini,…and that'll come over when we export the HDA…and bring it into Cinema 4D,…but we also want to be able to input geometry…from Cinema 4D into this system,…so that we can have sort of an interactive loop…of geometry in Cinema 4D that drives…emission of particles in the Houdini Engine.…
Otherwise, it would just be a one way street,…and we want to be able to have this interoperability.…If we go inside the Particles 01 subnet,…we see an object called emitter.…
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