![]() ![]() To set up your Houdini environment for the first time you use AliceVision in Houdini, check out this tutorial. We will be using AliceVision for our Photogrammetry pipeline. To create our content, which we will upload to Sketchfab, I have decided to use Photogrammetry. Part I: Content Creation Using Photogrammetry To install it, follow the tutorial found here. Next up, we will need to install the GameDevToolset, which contains the free Sketchfab Uploader along with all the other tools we will need. This is what you will see when you first open Houdini. So first off we’ll start off with a clean scene in Houdini. To use Houdini, make sure you at least have the System Requirements found here. Requirementsįor this tutorial we’ll be using the latest version of Houdini (Houdini 17.5) which you can get at our website, as well as the GameDev Tools, which is a set of tools to help you with common (game) workflows. At SideFX we’ve built a collection of tools that can do every single step mentioned above in a quick, effective, and high quality manner. The workflow for getting something from a high resolution object down to something consumable by Sketchfab usually entails cleaning up and reducing your mesh down to something more optimal, generating UVs for your new mesh, and transferring the high resolution data as texture maps. You would like to upload it to Sketchfab, but also keep all of the nice details of the original object without making it turn into a blobby shape. Imagine you have this awesome scan of an object, but it’s millions of polys. ![]() ![]() In Part III, we’ll also explore how to export a Skeletal Mesh (bone-based animation) directly onto the Sketchfab website straight from inside of Houdini.ĭecimating high-poly geometry is a fairly common problem, especially for people getting started with 3D scanning and Sketchfab. Once you’ve read this tutorial you will be able to create a high resolution scan using the AliceVision plugin (Part I) and convert it into an optimized mesh and automatically upload it to Sketchfab (Part II). ![]() Considering the tool has been available for free for the public for quite some time already, I’ll do a quick run-through of the basic functionality that had already been built, and follow that up with some of the newer improvements afterwards. The tool was originally developed by Luiz Kruel, and has been maintained by Luiz, myself and Mike Lyndon ever since. Houdini has had a Sketchfab uploading tool for quite a while now, and it has seen a lot of use from the community so far. These operations or procedures together give you a very powerful toolkit, including the ability to modify the data inside of the node tree at any given time. Houdini’s power is based on procedural workflows, which involve creating networks of nodes connected together that describe the steps to accomplish a task. In the same way, my colleagues and I built the Sketchfab uploader tool so that others don’t have to, and can upload straight away! The Power of Houdini Think of it as me creating the brush and paint an artist uses to paint, so that they don’t have to worry about that part. To talk a bit about my relationship with Sketchfab, I should explain that I’m not a person that creates a lot of content which could get uploaded to Sketchfab, but instead am a person that builds the tools allowing others to do so. Houdini is an advanced procedural modeling, animation, effects, simulation, rendering, and compositing package. I’m a Technical Artist at SideFX, which is known for developing the software called Houdini. ![]()
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