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総再生時間: 1h 36m 23s

Project Pegasus の主なゴールは、Nanite を使った精細な環境作成のための Houdini ワークフローを探ることです。Unreal 内の Houdini Engine で Nanite ジオメトリを使うと、両者の間で大量のデータ送信が必要になり、多くの課題が生じます。

プロシージャルの石垣を作るためのデジタルアセットの作成方法を学びましょう。このシリーズでは、複数オブジェクトの生成と、生成したオブジェクトを Unreal で保存する際のコツ、また、データテーブルを使ってこれらのオブジェクトを自動的に HDA へ追加する方法に焦点を当てていきます。

CREATED BY

FEIKE POSTMES

I'm a freelance Technical Artist with a love for mathematics, currently co-developing the Natsura foliage toolset. I also co-founded DodoDevs, a technical art company, where I'm working on procedural solutions for 3D content generation. I grew up in the Netherlands and studied International Game Architecture & Design at Breda University of Applied Sciences. Previously I worked for Applied Intuition and was a part of Square Enix's R&D division, channeling my inner nerd to discover the wonders of procedural buildings.

More from Feike Postmes

コメント

  • Woovie 1 年, 8 ヶ月 前  | 

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

  • FeikePostmes 1 年, 8 ヶ月 前  | 

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

  • Newman2 1 年, 8 ヶ月 前  | 

    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 1 年, 7 ヶ月 前  | 

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

  • 4330822 1 年, 1 ヶ月 前  | 

    when open the hda,it is empty

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