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TOTAL DURATION: 2h 10m 55s

Houdini and Unreal offer powerful tools for creating detailed landscapes. In these lessons, you will take a closer look at the landscape material used in Project Pegasus and dive into its technical aspects.

CREATED BY

GEORGE HULM

Developing Natsura, a revolutionary new plant growth simulation framework that blends art and science to solve production workflows for commercial studios and artists, and provides new avenues for botanists to explore plant shaping behaviours.

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COMMENTS

  • 0chumpy 10 months, 1 week ago  | 

    thanks for this, please do more like updates on new workflows

  • Pakle 9 months, 2 weeks ago  | 

    I wish we had the project files. I can't see the files in Unreal although the sync is in place...

  • arslaneh69 8 months, 1 week ago  | 

    Amazing !
    I tried to implement texture bombing in the material , yet i couldn't ( probably due to my lack of knowledge tbh ) . any idea about how how i could do it?

  • kite3h 4 months, 2 weeks ago  | 

    Now Unreal support Runtime Virtual Texture. You dont need ID map. You can just use a regular mask map.
    Even heavy materials with complex and large number of layers are eventually rendered only once and cached in the RVT cache, and only the RVT cache is sampled thereafter. Games like Call of Duty and World of Tank also use RVT these days. The ID map method using Texture Array is not used much.

  • JonBierman 4 weeks ago  | 

    Hello, thanks for this very detailed tutorial series. I'm stuck trying to understand something: in the Load Landscape HDA there is a file SOP which loads a metadata file which is referenced by PE Heightfield Layers to ID and populates the list of atlas layers (eg grass_grazed, grass_boggy, scrub_heath and so on) which are specific to the demonstration use case, but are not appropriate for my use case. Elsewhere in the build I am using PE heightfield id map layers and specifying the layers that ARE appropriate, and then applying those to get correct ID layers and successfully building the IDmap. But I don't understand how I can overwrite this metadata file so that it contains the list of my custom layers. Therefore, the attribtransfer SOP which is transferring id is transferring the incorrect id names. How do I write my custom layer names to the metadata file? Or is the expectation that I should only use the layer names as given to us, and not customize them?

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