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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。

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 6 ヶ月, 1 週間 前  | 

    This series is a pure gold!

  • Ezio66 6 ヶ月 前  | 

    Generate Gizmo Chapter Seems Missing After Chapter 2.6 ~~~

    • Ezio66 6 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 6 ヶ月 前  | 

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

  • oniregoc 6 ヶ月 前  | 

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

  • GeorgeHulm 6 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 5 ヶ月, 3 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!

    • GeorgeHulm 1 ヶ月, 3 週間 前  | 

      Thanks!

  • RedhillGames 5 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 4 ヶ月 前  | 

      this could be so much easier in python imo

    • GeorgeHulm 1 ヶ月, 3 週間 前  | 

      Thanks for sharing this technique! It's definitely a much simpler alternative.

  • Jojoman236 5 ヶ月 前  | 

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

    • GeorgeHulm 1 ヶ月, 3 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 4 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 2 ヶ月 前  | 

    “Advanced_River_Tool” How to create data in the stash node? I want to replace my own terrain data.

    • GeorgeHulm 1 ヶ月, 3 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.

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