268 lines
6.1 KiB
Markdown
268 lines
6.1 KiB
Markdown
# Houdini Pipeline - Dubai Metaverse
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## Overview
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This document describes the Houdini to Unreal Engine pipeline for procedural generation in the Dubai Metaverse project.
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## Houdini Engine Setup
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### Prerequisites
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- **Houdini**: Installed on development machine
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- **Houdini Engine Plugin**: Installed in Unreal Engine 5.4
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- **Compatible Versions**: Check UE5.4 compatibility with Houdini version
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### Installation
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1. **Install Houdini**: Download and install from SideFX
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2. **Install Houdini Engine Plugin**:
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- Edit > Plugins
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- Search for "Houdini Engine"
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- Enable plugin
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- Restart editor
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3. **Configure Houdini Path**:
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- Edit > Project Settings > Plugins > Houdini Engine
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- Set Houdini installation path
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- Verify connection
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---
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## Houdini Digital Assets (HDAs)
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### What are HDAs?
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Houdini Digital Assets are packaged Houdini tools that can be imported into Unreal Engine. They expose parameters that can be adjusted in Unreal without opening Houdini.
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### HDA Types for Dubai Metaverse
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1. **Building Generator**: Modular building generation
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2. **Road Network**: Road generation tool
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3. **Terrain Sculpt**: Terrain refinement
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## Building Generator HDA
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### File: building_generator.hda
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**Purpose**: Generate modular buildings procedurally
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### Parameters
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- **Building Type**: Residential, Commercial, Mixed-use
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- **Height**: Building height (floors)
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- **Width**: Building width
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- **Depth**: Building depth
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- **Style**: Modern, Traditional, Luxury
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- **Details**: Window patterns, balconies, etc.
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### Output
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- **High-Poly Mesh**: Detailed building geometry
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- **Low-Poly Mesh**: Optimized version (optional)
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- **UVs**: Unwrapped UVs for texturing
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- **Material IDs**: Material assignment IDs
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### Workflow
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1. **Create HDA in Houdini**:
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- Build procedural building generator
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- Define parameters
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- Package as HDA
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2. **Export HDA**:
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- Save as `.hda` file
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- Place in `houdini/` directory
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3. **Import to Unreal**:
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- Import HDA via Houdini Engine
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- Create HDA instance in level
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- Adjust parameters in Unreal
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4. **Bake to Static Mesh** (optional):
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- Bake HDA output to static mesh
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- Enable Nanite if high-poly
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- Assign materials
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---
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## Road Network HDA
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### File: road_network.hda
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**Purpose**: Generate road network from splines or points
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### Parameters
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- **Road Width**: Main road width
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- **Sidewalk Width**: Sidewalk width
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- **Road Material**: Road surface material
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- **Lane Count**: Number of lanes
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- **Intersection Type**: T-intersection, 4-way, roundabout
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### Output
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- **Road Mesh**: Road geometry
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- **Sidewalk Mesh**: Sidewalk geometry
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- **Markings**: Lane markings, crosswalks
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- **Intersections**: Road intersections
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### Workflow
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1. **Create Road Network in Houdini**:
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- Input: Splines or points defining road network
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- Generate road geometry
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- Add intersections
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- Package as HDA
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2. **Import to Unreal**:
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- Import HDA
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- Create instance
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- Connect to road splines in level
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3. **Bake to Static Mesh**:
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- Bake road geometry
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- Assign materials
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- Place in level
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---
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## Terrain Sculpt HDA
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### File: terrain_sculpt.hda
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**Purpose**: Refine and sculpt terrain from elevation data
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### Parameters
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- **Terrain Resolution**: Heightmap resolution
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- **Sculpting Tools**: Erosion, smoothing, detail
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- **Feature Generation**: Hills, valleys, etc.
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### Output
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- **Refined Heightmap**: Enhanced terrain heightmap
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- **Terrain Mesh**: Terrain geometry (optional)
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### Workflow
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1. **Import Elevation Data**:
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- Import DEM/GeoTIFF to Houdini
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- Convert to heightfield
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2. **Sculpt Terrain**:
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- Apply erosion
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- Add details
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- Smooth areas
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3. **Export**:
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- Export refined heightmap
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- Import to Unreal
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- Generate landscape
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---
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## Houdini to Unreal Workflow
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### Step 1: Create HDA in Houdini
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1. **Build Tool**: Create procedural tool in Houdini
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2. **Define Parameters**: Expose parameters for adjustment
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3. **Test**: Test tool in Houdini
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4. **Package**: Package as HDA file
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### Step 2: Import to Unreal
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1. **Import HDA**: Import via Houdini Engine
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2. **Create Instance**: Create HDA instance in level
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3. **Adjust Parameters**: Adjust parameters in Unreal
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4. **Validate**: Check output quality
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### Step 3: Bake (Optional)
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1. **Bake to Static Mesh**: Convert HDA output to static mesh
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2. **Enable Nanite**: If high-poly, enable Nanite
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3. **Assign Materials**: Assign materials
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4. **Optimize**: Optimize for performance
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---
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## HDA Organization
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### Folder Structure
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```
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houdini/
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├── building_generator.hda
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├── road_network.hda
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├── terrain_sculpt.hda
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└── assets/
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└── [HDA source files]
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```
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### Naming Convention
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- **Format**: `system_name.hda`
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- **Examples**:
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- `building_generator.hda`
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- `road_network.hda`
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---
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## Best Practices
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### HDA Design
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1. **Parameter Organization**: Group related parameters
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2. **Default Values**: Set sensible defaults
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3. **Documentation**: Document parameters and usage
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4. **Validation**: Validate input and output
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### Performance
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1. **Optimization**: Optimize HDA for performance
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2. **Baking**: Bake to static meshes when possible
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3. **LODs**: Consider LOD generation
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4. **Caching**: Use Houdini caching for complex operations
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### Workflow
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1. **Iterate in Houdini**: Develop and test in Houdini first
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2. **Simplify for Unreal**: Simplify if needed for Unreal
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3. **Document**: Document HDA usage
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4. **Version Control**: Track HDA versions
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---
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## Troubleshooting
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### Common Issues
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**Issue**: HDA not importing
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- **Solution**: Check Houdini Engine plugin is enabled
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- **Solution**: Verify Houdini installation path
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- **Solution**: Check Houdini version compatibility
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**Issue**: Parameters not working
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- **Solution**: Verify parameters are exposed in HDA
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- **Solution**: Check parameter types match
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**Issue**: Performance issues
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- **Solution**: Bake to static meshes
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- **Solution**: Optimize HDA operations
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- **Solution**: Use caching
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---
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## Resources
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- **Houdini Documentation**: [sidefx.com/docs](https://www.sidefx.com/docs/)
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- **Houdini Engine for Unreal**: [sidefx.com/software/engines/unreal](https://www.sidefx.com/software/engines/unreal/)
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- **Houdini Learning**: SideFX learning resources
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---
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**Version**: 1.0
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**Last Updated**: [Current Date]
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