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PROJECT PEGASUS | 道路、河川 ROADS, TRACKS AND RIVERS
総再生時間: 6時間 14分 9秒
この二部構成のビデオシリーズでは Unreal 内で Houdini Engine Public API について詳しく紹介し、ランドスケープをラインスケープに変換するための、効率的なアーティスト向けツールの構築方法を見ていきます。
第一部では Houdini のパワフルな Find Shortest Path ノードの最大限の可能性について探索し、活用していきます。
第二部では Unrealに移動し、Houdini Engine Public API とブループリントを深掘りしていきます。その際、Houdini Digital Asset を機能強化してパワーアップを図り、スプラインやギズモ、ビューポートの操作性によって背景アーティストのワークフローを拡充していきます。
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コメント
Antti1999 1年, 4ヶ月 前 |
This series is a pure gold!
Ezio66 1年, 4ヶ月 前 |
Generate Gizmo Chapter Seems Missing After Chapter 2.6 ~~~
Ezio66 1年, 4ヶ月 前 |
It seems that Generate Gizmo part missing right after Chapter2.5 when play chapter 2.6 The Gizmo has already done~~
GeorgeHulm 1年, 4ヶ月 前 |
Thanks for the headsup! It looks like section 2.8 and 2.6 got switched around by accident!
oniregoc 1年, 3ヶ月 前 |
Thanks for that! but it seems that the 2.10 video stops before your explanation is finished ?
GeorgeHulm 1年, 3ヶ月 前 |
Did you make it the whole way through the series?! Nice going!
If you followed it to the end, you should be able to piece together the last video from the explanation and everything you have learned!
Additionally, the example is included in the project files. Good luck!
vinyvince 1年, 3ヶ月 前 |
I have few more stars here ******** , has only 5 is really not enough! :)
Thanks for sharing your finding, George and you have such great teaching skills!
GeorgeHulm 11ヶ月, 2週間 前 |
Thanks!
RedhillGames 1年, 3ヶ月 前 |
Great tutorial! but in section 1.2 there are too much hussle with wrangles happening in my opinion, the same result could be achieved with placing the sort node by vertex order, then adding a point group node for start points with base group mask * ^`npoints(0)-1` (all but last point)
and another node for end points with base group mask * ^0 (all but 0 point)
it does the same as the wrangle.
0chumpy 1年, 1ヶ月 前 |
this could be so much easier in python imo
GeorgeHulm 11ヶ月, 2週間 前 |
Thanks for sharing this technique! It's definitely a much simpler alternative.
Jojoman236 1年, 3ヶ月 前 |
I am unable to create roads in unreal project. How to fix this?
GeorgeHulm 11ヶ月, 2週間 前 |
Hello, more context is needed! At which point in the series do you have issues, and which version of unreal did you use?
GeorgeHulm 1年, 1ヶ月 前 |
Please continue to share thoughts on how specifics can be improved. It helps me for sure and it's great for other people who watch these videos to learn more efficient approaches.
H Hans 1年 前 |
“Advanced_River_Tool” How to create data in the stash node? I want to replace my own terrain data.
GeorgeHulm 11ヶ月, 2週間 前 |
You can save new data to a stash node by wiring in an input and pressing "stash input", but you may need to check that you have matching layers on your new heightfield to ensure everything continues to work.
noelluce02 9ヶ月 前 |
I'm having some issues. At first, the spline didn't appear, but I fixed that by restarting Unreal (the typical Unreal bug). Now, the spline works, but it's not projecting onto the terrain. So instead of creating roads, it's generating walls. Do you have any suggestions on how to resolve this issue?
prerrro 4ヶ月, 3週間 前 |
Hey, newby question here, I can't see the click events in the function override list related with the Test hit by click function (More Gizmos chapter), What am I doing wrong ? how to enable this kind of events ? thank you.
prerrro 4ヶ月, 3週間 前 |
I found, more or less, the solution, I am using 5.6 and it seems is a little different, another parent class and another way to call the click functions, here is a link with a tutorial.
https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-a-scriptable-tool-in-unreal-engine
prerrro 4ヶ月, 2週間 前 |
Would be possible to save the modified terrain including the generated splines from the scriptable tool ?
Because I'd like to create a mask with the paths to avoid vegetation, for example.
Thanks!
vinay472341 1ヶ月, 2週間 前 |
Hi, I am following from the beginning this series and I am learning quite a lot but now stuck at part 2.5 at 7:00 where you are changing Spline input in unreal from geometry to curve input, but I have PCG input instead of curve input. On searching on internet I found that curve input is depreciated in unreal 5.5 which currently I am using , so what can I do next to follow along??
Btw Thanks , I loved how you tackeled path finding in houdini
vinay472341 1ヶ月, 2週間 前 |
hey , Pls answer I am really not able to follow from section 2.5, how should I edit curve with that pcg input, there is nobody answering this , I have asked on reddit, odforum , youtube comments and sidefx. Plsssss check it ASAP
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