2019-04-25 Houdini-PDG

PDG,是SideFX Houdini中对Procedural Dependency Graph 的简称,根据我的个人浅薄的理解,这个工具类似于一个对输入依赖敏感的批量处理工具,虽然听起来并不是很厉害,但在houdini中,任何工具都不是单独起作用的。

目前为止看到的PDG的用法主要分为两类:

一类是结合HoudiniEngine在其他软件中批量执行重复性的操作,并在输入的数据发上改变时,通过对依赖数据的检测,只重新处理和迭代被新的数据所影响到了的模块,例如在巨型地形的制作中,美术师对地形局部进行的修改不会导致整个地形的重构,而只会重构被影响到了的部分,进而提高了迭代的速度。

对应教程:https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/

PDG for Indie Gamedev

Throughout this course you will learn how to set up a basic TOP network, how to begin to build a Procedural Level Creation system, and how to scatter massive amount of foliage onto your levels. We will even take a look at how to produce Areas and Roads for our level. By the end of this course you will have the beginning of a complete Procedural Level creation system and the foundational knowledge needed to become successful with PDG, TOP’s, and the Houdini Engine for Unity!

另一类是通过与houdini中其他的工具结合,并简化那些流程为线性且能够并行处理的工作,例如对一个产品设计的众多变种的快速可视化,假设这个产品有三个参数,每个参数为0到9的整数,而每生成一张渲染图需要五分钟,想要找到一个合适的变种就只能不停地调整参数并进行渲染,十分重复且浪费时间,使用PDG的话就能一次性生成并行渲染的结果,虽然只是将调参数并渲染的过程自动化了,总的渲染时间也没有变少,但却节约了操作者大量的时间和精力。

对应教程:https://www.sidefx.com/learn/collections/pdg-for-design/

PDG for Design

PDG and TOPs are the major new features of Houdini 17.5. This tutorial will give you a quick overview of what PDG/TOPs are and how to leverage their power in design centric workflows.

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