Create Cross Roads In Houdini

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Published 2024-05-21
Welcome to the tutorial on creating complex road Intersections in Houdini.

There are many tutorials about road intersections and I have seen many great tools that allow you to achieve the desired results. But frequently they are too complicated or not universal enough.

So I decided to share my approach which is one of the simplest ones that I've seen and, more importantly - it's effective.

Yes there will be some VEX, but the logic behind it is very simple and it will only take up the first third of our setup. And you will learn a lot of cool techniques!

And also we will touch on some topics discussed in previous video:
   • Randomize Points Within Curve in Houdini  

00:00 - Intro
01:50 - Labs Road Tool comparison
02:59 - Concept overview
04:28 - Initial setup
05:08 - Handling curves intersections
10:15 - Cut primitives
13:53 - Middle cut. Handling vertex order
15:32 - Find intersection points.
18:22 - Generate Id attribute
21:30 - Get road crossings curves
25:27 - Radial sort
29:20 - Creating crossings geometry
39:53 - Combine groups together
40:39 - Example of curve smoothing
42:10 - Tweaking the parameters
43:30 - Fix polygon normals

#houdini #procedural #modeling #road #crossing #intersections #intersection #curves

All Comments (11)
  • @PolyScavenger
    Man... Have been following you for a while and I should say I'm impressed. Such a smart and clean setups that's pretty rare! Glad I've found this
  • @user-pk9bw6ho8m
    That's COOOOOL!) Thank you a lot! as little real "thankyou" - in sweep we can directly say what UP vector we need (in construction tab). and than we dont need to dance with result. And I think that I can somthing wron to do, but in one moment, after Carve I needed used sort by @sort one more time.
  • @EmettSpeer
    Would be really cool if you could publish an HDA for this
  • @sffreelance8344
    Hi, I appreciate your lesson so much, this really is a great system. I have a question about where we add the ray sop @39:26, the issue I am encountering is that the blast nodes are not selecting the same exact points, in fact one of the blast nodes is selecting opposite side of the intersections and causing the point to move to the wrong side of the intersection, how can I fix this?
  • @manusiasapu2
    :hand-orange-covering-eyes::hand-orange-covering-eyes::hand-orange-covering-eyes::hand-orange-covering-eyes:
  • @olahaldor
    This tutorial is nice. Interesting new approach. (though I'm still stuck on some parts. I guess I will have to redo the tutorial from scratch to see where I stepped wrong) However, trying to make the curves follow terrain rendered the roads useless and big mess. Do you have any thoughts on situations where the road follow terrain, like in a real world heightmap for instance?
  • @dj_multiple_one
    Very complex look, but it will be problematic with road marks and UVs in common, Thanks for tutorial
  • @khomatech6428
    Labs Polyscalpel is great for cutting prims via Intersection Analysis.