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PROJECT PEGASUS | CREATE A LANDSCAPE COLOR MAP
TOTAL DURATION: 3h 7m 37s
Learn how to create a procedural landscape color map based on the information generated while building up the terrain. Heightfield masks can be generated based on the features of the terrain then used later to create the color map. Along the way you will build digital asset tools to automate the process. In the end the map will be exported out for use in Unreal.
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COMMENTS
Leonel_GN 10 months, 3 weeks ago |
ive followed from the begaining to end of this section and its nor working the bgeo fail to import in unreal
iansmithartist 8 months ago |
Sorry, it's hard to diagnose the issue without more information. My goto suggestion would be to ensure that your Unreal Houdini Engine Plugin version matches your Houdini version. You'll also need at least a Houdini Indie License to use Houdini Engine.
oniregoc 10 months, 3 weeks ago |
THANK YOU ! Very good series just like the first one a few months ago! But how do you apply this to a very large open world? I have one that is 2400 square km and of course I can't create a digital asset in one piece... so I divided it into 121 squares (about 2x2 square km) but I'm facing a new challenge: the pieces do not keep their relative positions between them when imported into UE5....is there a solution to create several digital assets to import into UE5 without losing the position between each part?
iansmithartist 8 months ago |
You would have to strart looking into world partition:
https://www.sidefx.com/docs/houdini/unreal/worldpartition/index.html
But as you have probably started to discover, it starts to get very complicated when you have such a large open world!
lorick.lussier 10 months, 2 weeks ago |
Just went through all the video of phase 2! Great content thank you so much! I have a quick question, any reason why you guys don't use the ID map workflow done in phase 1? I was wondering if you fell upon some limitation during development of the workflow? Thank you so much again!
iansmithartist 8 months ago |
There are some limitations with the ID map workflow, e.g. the ID workflow didn't allow to have a gradual blend between layers or blend based on a height map. But both workflows have their limitations, ID map approach would be more efficient.
It was really just an opportunity to demonstrate an alternative workflow.
cristobaldaniel 8 months ago |
Hello, are the nodes with the 'Pegasus' logos custom HDAs created by you? If so, is there any way to download that library? I'm working on a project for my institution, and it would be very helpful. Thank you very much!
iansmithartist 8 months ago |
The project files above include all the custom nodes with the Pegasus logo, and the video series demonstrates how to create them.
66e105f5c6a54117 3 months ago |
I followed the tutorial and completed the material. After some research, I found a problem. I can't use the "height lerp" to blend between the textures. Could you please tell me how you solved this problem?
66e105f5c6a54117 3 months ago |
I tried to perform height blending on the bilinear blending function and found that I could use height lerp for blending between the upper and lower parts. However, I couldn't use height lerp for the combinations of upper-left, upper-right, lower-left, and lower-right.
66e105f5c6a54117 2 months, 3 weeks ago |
I followed the process and did it. Now I'm really eager to know how to manually modify the ID map in Unreal Engine. Could you share some ideas? Thank you.
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