R&D: HDA to Unity & Augmented Reality via Houdini Engine

The first bit is a quick overview of the test followed by a narrated breakdown of the workflow. This is primarily documentation of my academic research and not intended to be a tutorial, but the workflow does detail applicable HDA scripts and libraries.

Initial HDA setup in Houdini with exposed parameter controls.

Initial HDA setup in Houdini with exposed parameter controls.

Houdini Engine control panel in Unity with parameters accessed via C# script.

Houdini Engine control panel in Unity with parameters accessed via C# script.

Another WIP of UI elements and scripts in AR. The asset rotation is managed with user touch controls on the mobile device and world space UI, while the material color variation is defined through a color picker on on the screen space UI.

R&D: HDA to Unity & Augmented Reality via Houdini Engine

Part of a WIP, this is my exploration of a workflow from an HDA in Houdini to Unity and augmented reality through Houdini Engine for testing HDA controls and visualizing updates. Augmented reality filmed with an iPad Pro and video/sound editing processed in After Effects.

The intent is to understand the accessibility of HDA parameters in Houdini Engine for user manipulation during runtime of Unity, and particularly through augmented reality. I envision this process as a way of testing HDA's before baking them into assets and scripting potential interactivity actual deployment to an independent augmented reality application.

Versions used in test:
Houdini 18.0.460
Houdini Engine 3.3.5
Unity 2019.3.13f1

Resources:
Houdini Engine for Unity - Plugin API: https://www.sidefx.com/docs/unity/_plugin_a_p_i.html

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