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TOTAL DURATION: 3h 7m 37s

Learn how to create a procedural landscape color map based on the information generated while building up the terrain. Heightfield masks can be generated based on the features of the terrain then used later to create the color map. Along the way you will build digital asset tools to automate the process. In the end the map will be exported out for use in Unreal.

CREATED BY

IAN SMITH

Ian Smith has 10+ years of working on pre-rendered and real-time projects and is currently working with SideFX on Project Pegasus, a showcase of Houdini procedural workflows with UE5. Ian is also CG Supervisor at NSC Creative, an award-winning studio specialising in immersive experiences, including VR, theme parks and fulldome.

More from Ian Smith

COMMENTS

  • Leonel_GN 2 months, 2 weeks ago  | 

    ive followed from the begaining to end of this section and its nor working the bgeo fail to import in unreal

  • oniregoc 2 months, 2 weeks ago  | 

    THANK YOU ! Very good series just like the first one a few months ago! But how do you apply this to a very large open world? I have one that is 2400 square km and of course I can't create a digital asset in one piece... so I divided it into 121 squares (about 2x2 square km) but I'm facing a new challenge: the pieces do not keep their relative positions between them when imported into UE5....is there a solution to create several digital assets to import into UE5 without losing the position between each part?

  • lorick.lussier 2 months, 1 week ago  | 

    Just went through all the video of phase 2! Great content thank you so much! I have a quick question, any reason why you guys don't use the ID map workflow done in phase 1? I was wondering if you fell upon some limitation during development of the workflow? Thank you so much again!

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