Log into your account to keep track of your progress. You can work through the lessons without logging in but your progress will be lost when you refresh the page.

TOTAL DURATION: 1h 33m 9s

Project Pegasus features a 4-kilometre-wide island with valleys, forests and dirt paths inspired by the Scottish landscape. Learn about the Heightfield Erode tool, taking an in-depth look at each parameter and its purpose. Then, learn how the landscape for Project Pegasus was created and imported into Unreal as a Digital Asset.

Project Pegasus is an in-house tech demo designed to use Houdini's procedural workflows to create an open world 3D environment that integrates with the latest technologies in Unreal Engine 5.

A quick overview of each lesson and what you’ll be learning along the way.
Take a tour of the Heightfield Erode tool, breaking down each parameter's purpose and how it affects the erosion simulation.
Learn to build the landscape for Project Pegasus, creating the basic shape using geometry, projecting it into a heightfield and layer noises, distortion and erode nodes to create the final landscape.
Learn how to save the landscape as a Digital Asset and import it into Unreal. You’ll see how to create a basic landscape material and how to use Session Sync to make changes to the Digital Asset.

CREATED BY

iansmithartist
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

  • mronier 1 year, 3 months ago  | 

    Thank you Ian, best Landscape I've ever done!

    • Storm Cellar 1 year, 3 months ago  | 

      Excellent, thank you!

      • DevoStevo 1 year, 1 month ago  | 

        I had to import the PE_import_bgeo to import the landscape bgeo files in order for my PE_load_landscape to work in UE.
        Also, I created a blank level like you did in Unreal but no character created with mine just a player start position, which I had to move so it landed on my terrain.
        Now I can move around the terrain using the controller but there's no character or follow me camera. Why didn't my blank level create everything yours did?
        Any chance you can provide more details on how you set up you UE project for us UE noobs please.

        • scompean 1 year ago  | 

          You can add the 3rd person content to the blank level by going to Add Content | Add Content or Feature Pack in Content Browser.

        • scompean 1 year ago  | 

          In this landscape creation how did you take into account the Unreal Engine guidelines for landscape sizes. The landscape size was set to 512x512 which does not follow the recommendations. Does this not cause issues when translating into UE world coordinates?

          • GonzoD 7 months, 1 week ago  | 

            Thank you Ian, very well paced well structure tutorial.

            • DrR0bot 7 months ago  | 

              Does anyone know which video comes after this one? I have been checking YouTube and the videos in here and there is no order at all.

              • istari_stargazer 6 months, 3 weeks ago  | 

                The Attribute Create Node did NOT work for me. There is actually a node called "Unreal Material" - it is specifically designed for this purpose. Using this one, I was able to get the materials to appear on the terrain.

                Please log in to leave a comment.