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TOTAL DURATION: 1h 36m 23s

A key goal of Project Pegasus was to explore Houdini workflows for creating detailed environments using Nanite. Many challenges exist when using Nanite geometry with Houdini Engine in Unreal, as it means sending large amounts of data between the two.

Learn how to create a digital asset to build a procedural stone wall. In this series, the focus is on generating multiple objects, tips to save them in Unreal and methods on how to add them automatically to your HDA’s using datatables.

CREATED BY

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.

More from Feike Postmes

COMMENTS

  • Woovie 10 months, 2 weeks ago  | 

    All of your tutorials past and present have been extremely educational. This was a great one as usual.

  • FeikePostmes 10 months, 2 weeks ago  | 

    I appreciate your kind words! Glad to hear you found the tutorial helpful. Happy learning!

  • Newman2 10 months ago  | 

    Pro tip just for you Feike: you can change the "Shake Distance" in Preferences, so you don't have to shake the nodes so furiously. ;)

    • FeikePostmes 8 months, 3 weeks ago  | 

      Noted! My node-networks will appreciate it to have gentle shakes from now on :P

  • 4330822 3 months, 1 week ago  | 

    when open the hda,it is empty

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