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TOTAL DURATION: 3h 1m 29s
Learn how to build a PDG network that converts a basic input mesh into a detailed high poly model using a procedural workflow. Learn how to set up the network to run multiple input meshes through the network to automate the generation of multiple variations.
PDG is a procedural architecture designed to distribute tasks and manage dependencies. PDG is designed to describe these dependencies visually using nodes that generate sets of actionable tasks then distribute them to multiple cores on the same machine, the compute farm, or even the cloud.
A quick overview of each lesson and what you’ll be learning along the way.
Learn how to prepare a base mesh with attributes to define the different mesh parts.
Learn how to take the base mesh prepared in the previous video and create procedural stone detail.
Learn how to take the base mesh prepared in the previous video and create procedural metal detail.
Learn how to optimise the geometry using Polyreduce and a quick method of generating UVs on a high poly geometry.
Learn how to set up a COPs network to import a color attribute and bake it to a texture map. You’ll learn how to bake two maps: an ID map that can blend different materials together and a detail mask map to add additional detail to the material.
Now that the network is set up, learn how to adapt it so it can be set up with a TOPs network. You’ll start by preparing the rest of the base meshes for importing into TOPs.
With the base meshes setup, learn how to build the TOPs network to import each base mesh, generate the procedural high-poly meshes, and export the models and two mask textures.
Learn how to import the models into Unreal as Nanite virtualized geometry and create the material using the two mask maps.
COMMENTS
draftndrop 1 year, 2 months ago |
Strange, my materials get all stretched up when I use the world align texture node in unreal engine
draftndrop 1 year, 2 months ago |
Nevermind, I found out that I mistakenly used tangent worldspace instead of notmal world space
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