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PROJECT PEGASUS | ROADS, TRACKS AND RIVERS
TOTAL DURATION: 6h 14m 9s
In this multi-part series, you will dive deep in the Houdini Engine Public API in Unreal, and learn how to build efficient and artist-focused tools that can turn Landscapes into Linescapes.
In the first part of this series, the powerful find-shortest-path node in Houdini will be explored and exploited to its maximum potential.
In the second part, you will jump over to Unreal, diving deep into the Houdini Engine Public API and blueprints, and in doing so, learn how you can build power-armour around our Houdini Digital Assets and supercharge environment artists workflows with splines, gizmos and viewport interaction.
An overview of the Linescaping process used in these lessons.
Learn the basics of the find-shortest path node in houdini, such as costs and how to supply it with the correct inputs to create a simple path across the terrain.
Learn how multiple user-defined waypoints can be used to drive the creation of longer paths that travel through more than one destination.
Learn how multiple disconnected user defined paths can be defined and correctly resolved by the find-shortest-path node to begin building a more complicated road network.
Learn how we can be more descriptive with costs by providing a cost array, instead of a simple cost per point, and how this can be used to produce more interesting and intricate paths.
Learn how we can introduce directional costs, building on the previous work and further advancing the intricacy and possibilities of our pathfinding system.
Learn how to create a setup that is flexible enough to allow custom costs to be considered, in addition to the predetermined costs that we have provided by default with the tool.
Learn how to convert our graph into a digital asset which can be shared and used in other packages such as Unreal.
Explore the potential and the flexibility of the tool by using it to produce a variety of different results.
The basics of using Houdini splines to deform an Unreal Landscape.
An introduction to the Scriptable Tools Framework, Editor Utilities and the Houdini Engine Public API in blueprints in Unreal.
Getting to grips with Blueprints and the Houdini Engine Public API.
Dealing with tool sessions and Unreal Landscape Spline peculiarities.
Configure the Pathfinder HDA to support Unreal Spline Inputs from the Unreal Scene.
Learn how to create Gizmos in your Unreal tool which enable the user to modify created Splines.
Learn how to extend and insert points on existing splines in Unreal, as well as delete points.
Bring the tools out of our whitebox environment and into the real world, using the Landscape and material created in Ians workshop.
Give users the same degree of control they are used to in Houdini by promoting all the remaining HDA parms to the Property Set in Unreal.
A lightning tour of an Advanced River Tool built with Houdini, Scriptable Tools and Unreals water system. Push HDAS beyond their intended limits in order to communicate with any system via blueprint, and ensure a lightning fast user experience by minimizing data throughput. Viewers are challenged to take what that have learned throughout this series so far and push their understanding to the next level through independent learning.
COMMENTS
Antti1999 5 months, 1 week ago |
This series is a pure gold!
Ezio66 5 months ago |
Generate Gizmo Chapter Seems Missing After Chapter 2.6 ~~~
Ezio66 5 months ago |
It seems that Generate Gizmo part missing right after Chapter2.5 when play chapter 2.6 The Gizmo has already done~~
GeorgeHulm 5 months ago |
Thanks for the headsup! It looks like section 2.8 and 2.6 got switched around by accident!
oniregoc 5 months ago |
Thanks for that! but it seems that the 2.10 video stops before your explanation is finished ?
GeorgeHulm 5 months ago |
Did you make it the whole way through the series?! Nice going!
If you followed it to the end, you should be able to piece together the last video from the explanation and everything you have learned!
Additionally, the example is included in the project files. Good luck!
vinyvince 4 months, 3 weeks ago |
I have few more stars here ******** , has only 5 is really not enough! :)
Thanks for sharing your finding, George and you have such great teaching skills!
GeorgeHulm 3 weeks, 2 days ago |
Thanks!
RedhillGames 4 months, 3 weeks ago |
Great tutorial! but in section 1.2 there are too much hussle with wrangles happening in my opinion, the same result could be achieved with placing the sort node by vertex order, then adding a point group node for start points with base group mask * ^`npoints(0)-1` (all but last point)
and another node for end points with base group mask * ^0 (all but 0 point)
it does the same as the wrangle.
0chumpy 3 months ago |
this could be so much easier in python imo
GeorgeHulm 3 weeks, 2 days ago |
Thanks for sharing this technique! It's definitely a much simpler alternative.
Jojoman236 4 months ago |
I am unable to create roads in unreal project. How to fix this?
GeorgeHulm 3 weeks, 2 days ago |
Hello, more context is needed! At which point in the series do you have issues, and which version of unreal did you use?
GeorgeHulm 3 months ago |
Please continue to share thoughts on how specifics can be improved. It helps me for sure and it's great for other people who watch these videos to learn more efficient approaches.
H Hans 1 month ago |
“Advanced_River_Tool” How to create data in the stash node? I want to replace my own terrain data.
GeorgeHulm 3 weeks, 2 days ago |
You can save new data to a stash node by wiring in an input and pressing "stash input", but you may need to check that you have matching layers on your new heightfield to ensure everything continues to work.
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