The recent Houdini Bootcamp had be great fun, and I was impressed with the turnout of the SHRUG (Singapore Houdini 'R Us Group) session too. Going through the bootcamp a second time round reinforced my understanding of how Houdini works. Thanks goes to Peter Robbinson again, not forgetting help from my SHRUG buddies TK and Doug.
As usual, my day job means I have very little time to play around with Houdini much. All my experiments so far has been on-and-off, one-or-two hour affairs. I wish I could spent more time toying with different techniques and doing more advanced stuff but alas my backlog of things to do is threatening to overwhelm me already.
The experiment this time round is creating fake texture shadows for game terrains. This is an old trick used by many game developers to display complex static shadows in real-time. I myself used it 5 or so years ago on a PS2 game. Every shadow had to be hand-created in LightWave and Photoshop back then. Of course, the modern game engine can automatically generate lightmaps, but I figured this could be done procedurally using Houdini for non-photorealistic game environments where computed lightmaps will not look appropriate.
Alas, I'm stuck trying to getting Houdini to do automatic UV projection to each piece of newly generated shadow polygon group, using the ForEach node. Hopefully I'll squeeze out some time to play around and come up with a workable solution soon. As of now, I have neither the luxury nor the inclination to get this resolved.
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