Hey what’s up this is sergey and welcome to bizarre self production uh as you might have noticed i was poking around houdini while nobody was looking again and now we have another accidental tutorial uh not really sure if anybody would need that sort of thing i mean you can go Play minecraft if you are craving for that sort of environment but if you would like to create something with a bit more control rather than go and exporting your minecraft uh world into 3d and then just getting stuck with what you have you can do it procedurally in houdini actually and Rather quickly i might add so i won’t be touching upon the look dev stuff and the uh actual terrain thing because i assume you guys already know that so i’ll just show you a quick trick of how make it cubicle basically uh that sort of thing i think you can You actually use it for a lego type of structures as well with just slightly uh adjusted type of top tube things okay nevermind i’m rambling again let’s uh dive into the actual trick i was using if the scene actually loads because the The base is still a height field converted to polygons so it uh might be a bit heavy to begin with so yeah uh let’s uh start from the beginning actually let’s hide everything for now so we have a height field once again i assume you know how to use Height field so let’s just uh skip that thing and i just show whatever i had as a base just um scattered mountains hills and that sort of thing then converted to polygon i actually started with using teres uh here thinking that it might help but it Actually has no effect on the final uh product whatsoever but it could help you just visualize how it would potentially look before you do all the adjustments to the geo then we’ll just remove all the prims and we’ll just uh leave ourselves a point cloud in the shape of a mountain range And as you might have noticed from the name i put on this wrangle it’s simple renting kind of sort of stuff so you just pick the size of the cube that you would stick with and keep in mind you have to be consistent across the whole scene with that size so whatever Cubes you’ll be using later on should be like four by four by four basically otherwise you will mismatch scale wise and it will just create those neatly arranged uh points for us to play with from that point uh you can probably take several approaches to how actually populate the scene with cubes I was very lazy i just use grid and extruded it quite a bit and then copy to points you can actually measure the distance if you need like the base ground for example you can take uh the same height field convert it right away and just shift it somewhere below for example Calculate the distance between every point and extrude in a cycle or whatever not really sure whether it takes faster or not maybe after it’s compiled it will i didn’t like this approach for my particular uh case so i just stick with the copy to point stuff So there we go slight a bit of weight and that’s it we have our cubes in there well let’s drop a normal as well and from that point on the the trick is to work with your groups properly so i created a top surface with a just normal thing And then subdivided well not subdivided but actually divided them into layers it’s easily done if you have a grid that can guide you for example uh like such one so i can clearly see okay the thing that is being cut off will be a snow tops everything below would be just grassy Plains and in another scene i have actually water uh layer that is you know bring here with some expression i don’t even remember where i put it but yeah i just put groups and operate within them to divide them and split in the certain amount of uh subgroups basically being the ground The grass the snow and so on so then we can use the points on top of the cubes to scatter grass later on one more time i just use the expressions to keep me sort things out nicely let us disable that kind of thing and in the end we’ll end up with really Nice uh environment which is all cubes look at that uh the grassy tree is pretty self-explanatory i think the grass is basically just uh great that being copied to points and it’s slightly deformed i’m really sure i have to uh have to really tell you how to do that If you know how to drop a mountain node you’ll be fine and the trees is basically l system with the same uh adjustment of printing so i didn’t i mean i could procedurally create a whole bunch of different trees but i didn’t want to and i just placed them individually you Can scatter them later on but yeah it’s basically l system and then we do the same trick we delete all the uh unnecessary points uh sorry primps even just the points and then we arrange them in the same manner with renting be mindful of the 4×4 kind of thing and Then we copy the cubes to the same spots and that’s the thing you can later on just you know go over and create whole bunch of trees cubicle i mean this monstrosity will probably not be qualified as a tree but you got the point you have uh easily achieved the Minecraft look for the trunk at least and the branches can be done in the same manner which is randomly extruding stuff and then i did a put a remesh and assigned a random attribute to the prims and just blasted some of them that way you have this minecrafty tree look basically And in the end as i said you will get really at least resembling a minecraft scene if you into that sort of stuff i mean i’ve played minecraft decades ago i think uh all right so yeah if you can come up with the idea to replace the grass for Example with the lego uh pointy things i forgot how they called then you’ll be able to actually convert the same environment into lego style i’m pretty sure it wouldn’t be that hard but yeah that’s uh that’s a quick one for you guys hopefully you will find this useful in some sort of way Uh but yeah all right uh hopefully next time it would be much more exciting if you have any questions leave in the comment section below or you know poke around my channel and see if i can find anything useful in there as well that’s it for me thank you very much bye bye Video Information
This video, titled ‘Quick Tutorial – Procedural Minecraft Mode in Houdini’, was uploaded by Bizarre Self-Production on 2021-10-18 13:30:55. It has garnered 1984 views and 87 likes. The duration of the video is 00:08:09 or 489 seconds.
Quick and easy way to achieve Minecraft-ish cubic look for your environment. Please support if you enjoy channel’s content: https://ko-fi.com/bizarre_self_production