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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.
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COMMENTS
Woovie 11 months, 1 week ago |
All of your tutorials past and present have been extremely educational. This was a great one as usual.
FeikePostmes 11 months, 1 week ago |
I appreciate your kind words! Glad to hear you found the tutorial helpful. Happy learning!
Newman2 11 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 9 months, 2 weeks ago |
Noted! My node-networks will appreciate it to have gentle shakes from now on :P
4330822 4 months ago |
when open the hda,it is empty
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