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Learn how to create a shrub tool that can be used directly in Unreal. Learn how to procedurally generate the branches and leaves, then how to set up the tool to conform to an input shape. The tool itself will be set up with some built-in shapes to quickly generate default shrubs. The node network will then be wrapped up into a digital asset that works in Unreal Engine where artists can generate many different types of shrub.
Project Titanは、Houdini のプロシージャルワークフローを実制作環境でテストするためのインハウス技術デモで、3D 環境の生成に Unreal Engine 5 の最新テクノロジを活用しています。詳しくはこちらをご覧ください。
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コメント
Mladen_Pajdic 2 年, 8 ヶ月 前 |
Great tutorial but I am not able to download the project files. The page shows an error.
KieranLatham 2 年, 8 ヶ月 前 |
Same issue here, 403 forbidden error
joeyongio 2 年, 8 ヶ月 前 |
Same here , 403 Error. Really excited to try this one out!
ancientkult1337 2 年, 8 ヶ月 前 |
I just want to say that I appreciate these Titan series tuts a lot.
Thanks Simon, please don't stop.
I like your style. it's short and on point.
rmagee 2 年, 8 ヶ月 前 |
The files are there now
KieranLatham 2 年, 8 ヶ月 前 |
For some reason, inside Unreal Engine, when I apply a wind to the leaves via vertex colour, theres a black shadow that moves across the leaves, any ideas what is causing this as teh leaves move like they're windy, but the shadow just breaks it?
MarkBergo 2 年, 7 ヶ月 前 |
I could use some clarity on the Stash node. I worked around it, but it would be helpful to better understand how to link the geo to it.
Daksina_moorthi 5 ヶ月, 1 週間 前 |
HI, I can use Point Vop and create a Noise instead of creating using Attribute noise node right? for density
maya4fun 4 週間, 1 日 前 |
Really thank you Simon for this explanation, it help me a lot for the production.
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