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TOTAL DURATION: 1h 25m 16s

Navigating the architecture of your environment poses numerous challenges. Throughout this series, we'll delve into techniques for handling rough shapes as input to retain artistic control. Our exploration will include methods to prepare input data, ensuring that flexibility is maintained when starting the process of generating details.

Discover the topics you’ll be learning in the upcoming lessons and begin to set up the basic starting blocks of the Houdini setup.
Learn how to save subnets as Digital Assets and how to import them into Unreal so that you can begin developing the tools. The lesson uses the Unreal Procedural Content Generation (PCG) graph (see bonus below) to sample the landscape in Unreal.
Learn how to reference the result of the PCG network from Unreal into Houdini. We'll generate input geometry for the tool and execute boolean operations involving both the terrain and the input shapes.
See how to slice the input geometry into segments and begin to have a framework which later can be used for all sorts of detail placement.
Discover how to quickly setup modules using the previously created framework. We will use orientation attributes native to Houdini like the up vector and normals.
Learn how to create a PCG tool that can be used to sample an area of Unreal landscape and referenced into Houdini. This allows you to only reference the area that you need rather than the whole landscape, vastly speeding up your workflow.

CREATED BY

FeikePostmes
FEIKE POSTMES

Feike is always eager to help, but getting a good idea of the different solutions first. As a graduate of IGAD (International Games Architecture & Design) in The Netherlands with half a decade of experience with Houdini, he currently enforces building techniques using procedural design. He loves teaching and exploring problems from both the artistic as the math-driven side of things to get to the desired results. Teaming up with Ivo he co-founded Dokai, and is loving everything there is about sharing environmental design for games, in a procedural way.

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COMMENTS

  • Ryan Paterson 1 year, 3 months ago  | 

    Any way you guys can improve the audio? Really hard on the ears for these long tutorials

    • art3mis 6 months ago  | 

      Please improve the audio. Hard to understand

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