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In this multi-part series, you will dive deep in the Houdini Engine Public API in Unreal, and learn how to build efficient and artist-focused tools that can turn Landscapes into Linescapes.

In the first part of this series, the powerful find-shortest-path node in Houdini will be explored and exploited to its maximum potential.

In the second part, you will jump over to Unreal, diving deep into the Houdini Engine Public API and blueprints, and in doing so, learn how you can build power-armour around our Houdini Digital Assets and supercharge environment artists workflows with splines, gizmos and viewport interaction.

CREATED BY

GEORGE HULM

Developing Natsura, a revolutionary new plant growth simulation framework that blends art and science to solve production workflows for commercial studios and artists, and provides new avenues for botanists to explore plant shaping behaviours.

More from George Hulm

コメント

  • Antti1999 3 ヶ月, 1 週間 前  | 

    This series is a pure gold!

  • Ezio66 3 ヶ月, 1 週間 前  | 

    Generate Gizmo Chapter Seems Missing After Chapter 2.6 ~~~

    • Ezio66 3 ヶ月, 1 週間 前  | 

      It seems that Generate Gizmo part missing right after Chapter2.5 when play chapter 2.6 The Gizmo has already done~~

      • GeorgeHulm 3 ヶ月 前  | 

        Thanks for the headsup! It looks like section 2.8 and 2.6 got switched around by accident!

  • oniregoc 3 ヶ月 前  | 

    Thanks for that! but it seems that the 2.10 video stops before your explanation is finished ?

  • GeorgeHulm 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 2 ヶ月, 4 週間 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!

  • RedhillGames 2 ヶ月, 3 週間 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 ヶ月 前  | 

      this could be so much easier in python imo

  • Jojoman236 2 ヶ月 前  | 

    I am unable to create roads in unreal project. How to fix this?

  • GeorgeHulm 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.

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