houdini assets

2026-01-31 — ballinger philip
those hda's were built for a purpose - once fulfilled i stop working on them...
me

detangle intersecting

  • bullet solver deintersect hda
  • used it quite allot so i packaged it up, but basically its just setting found_overlap on your packed geometry

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2022-05-03
hda

bricker

  • cutter tool that aligns itself to the longest edge of a poly. useful for brick walls, rooftops, upres messy topology etc.
  • cut rows and or columns, group every second row

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2021-07-28
hda

window hda

  • create a couple of window variants for your "copy to points" node
  • output: packed geo (window, pane, sub), lod toggle

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2020-09-20
hda

cable managment

i wanted to place them in specific areas. so this tool workes from a modellers perspective where you lay them out one by one opposed to "fill this area with cables". at the time i just wanted static cables that i could place efficiently - turns out that i animated this thing, so this tool got a bit more complex.

  • cable scatter: makes a cable bundle from a single curve. mark binder as "pin to animation" or "pin to cable"
  • cable material: prepare for simulation, set basic material properties like stiffness and pin weights
  • cable drape, solve and capture

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2020-09-10
hda

electrical box

  • min, max parms on all attribs, seed slider creates new variantes
  • input for external cables feeding into the box

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2020-08-30
hda

lop example scene

  • 2 sample materials included

2020-08-23
hda, lop

masking hda's

cutter tool that aligns itself to the longest edge of a poly. useful for brick walls, rooftops, upres messy topology etc. i have seen more stable nodes, but it was good enough to bricker an entire city... roughly 400 buildings.

  • wear: occlusion based dirtmap
  • iso: mask by normals, thickness and curvature
  • pat: scratches, dot splatter, voronoi noise, lines
texture map hda
  • texture file node that picks random files out of a sequence.
  • randomizes the position, rotation and scale between min and max values

2020-08-23
hda

utility hda's

seed slider randomizes parameters between a user defined range. using this for the favela buildings - isolate walls that need a window, scatter points onto the measured poly, divide the area size by the window count, copy stamp the hda onto the points, source points control seed, max width and height parms.

  • warp: domain distortion - for braking up patterns
  • remap: grade node similar nuke's logic
  • color: constant with metal presets, colorize the input, randomize hsv
  • solo: bypass the network to isolate nodes
  • pbr validate: visualize the limits of your pbr range
  • layer blend: mix, multiply, screen, divide, add, minus, difference, lighten, darken, overlay, hard / soft / vivid / pin light, linear burn, color dodge, color burn

2020-08-23
hda

shaderball

  • 2 model variations. use the path attribute for importing into lops

2020-08-19
hda

waypoint rop

i can't be bothered at every step to think about where stuff should be saved - which was the initial reason to have a rop with a pre defined path structure. the waypoint name and hda were initially from qlib but grew over the years into its own thing. so i re built it from scratch - removed most of the python code, cleaned it up to be more specific, rather than something that does it all. volume compression, attribute cleanup etc...

  • the wedging is done in tops - the subnet is inside the hda with a pre defined top node structure.
  • the path is built in a detail wrangle, so it should be pretty straight forward to change it for your needs.
  • help card inlcuded

2020-07-28
hda

door hda

  • which will be the first and last door i will ever model
  • same logic as the window hda

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2020-07-26
hda
favela city generator notes