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TOTAL DURATION: 2h 10m 55s

Houdini and Unreal offer powerful tools for creating detailed landscapes. In these lessons, you will take a closer look at the landscape material used in Project Pegasus and dive into its technical aspects.

Before starting the lessons, learn about some challenges of building a complex landscape material and how these challenges were overcome in Project Pegasus.
In the first lesson, begin by learning how to build an IDMap in Houdini, using the Heightfield tools.
Build the landscape material in Unreal and importing the IDMap created in Houdini.
Build upon the previous lessons and learn how to use the IDMap to layer different textures and sample the IDMap to blend the textures together smoothly.
With the Houdini and Unreal workflow established, revisit the Houdini network and learn how you can create an IDMap Digital Asset to make a tool that will allow you to more efficiently create IDMaps for your projects.
Learn how to use Curve Atlas Tables to tint and adjust each of the landscape layers to add additional detail.
For the final lesson, learn how you can continue to develop the Unreal material explaining how you can use the power of functions.

CREATED BY

GeorgeHulm
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

COMMENTS

  • 0chumpy 4 months, 4 weeks ago  | 

    thanks for this, please do more like updates on new workflows

    • Pakle 4 months ago  | 

      I wish we had the project files. I can't see the files in Unreal although the sync is in place...

      • arslaneh69 2 months, 3 weeks ago  | 

        Amazing !
        I tried to implement texture bombing in the material , yet i couldn't ( probably due to my lack of knowledge tbh ) . any idea about how how i could do it?

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