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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

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.

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COMMENTS

  • Woovie 1 year, 7 months ago  | 

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

  • FeikePostmes 1 year, 7 months ago  | 

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

  • Newman2 1 year, 7 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 1 year, 6 months ago  | 

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

  • 4330822 1 year ago  | 

    when open the hda,it is empty

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