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TOTAL DURATION: 6h 14m 9s

In this multi-part series, you will dive deep in the Houdini Engine Public API in Unreal, and learn how to build efficient and artist-focused tools that can turn Landscapes into Linescapes.

In the first part of this series, the powerful find-shortest-path node in Houdini will be explored and exploited to its maximum potential.

In the second part, you will jump over to Unreal, diving deep into the Houdini Engine Public API and blueprints, and in doing so, learn how you can build power-armour around our Houdini Digital Assets and supercharge environment artists workflows with splines, gizmos and viewport interaction.

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.

More from George Hulm

COMMENTS

  • Antti1999 8 months, 1 week ago  | 

    This series is a pure gold!

  • Ezio66 8 months, 1 week ago  | 

    Generate Gizmo Chapter Seems Missing After Chapter 2.6 ~~~

    • Ezio66 8 months, 1 week ago  | 

      It seems that Generate Gizmo part missing right after Chapter2.5 when play chapter 2.6 The Gizmo has already done~~

      • GeorgeHulm 8 months, 1 week ago  | 

        Thanks for the headsup! It looks like section 2.8 and 2.6 got switched around by accident!

  • oniregoc 8 months, 1 week ago  | 

    Thanks for that! but it seems that the 2.10 video stops before your explanation is finished ?

  • GeorgeHulm 8 months ago  | 

    Did you make it the whole way through the series?! Nice going!

    If you followed it to the end, you should be able to piece together the last video from the explanation and everything you have learned!

    Additionally, the example is included in the project files. Good luck!

  • vinyvince 8 months ago  | 

    I have few more stars here ******** , has only 5 is really not enough! :)
    Thanks for sharing your finding, George and you have such great teaching skills!

    • GeorgeHulm 3 months, 4 weeks ago  | 

      Thanks!

  • RedhillGames 8 months ago  | 

    Great tutorial! but in section 1.2 there are too much hussle with wrangles happening in my opinion, the same result could be achieved with placing the sort node by vertex order, then adding a point group node for start points with base group mask * ^`npoints(0)-1` (all but last point)
    and another node for end points with base group mask * ^0 (all but 0 point)
    it does the same as the wrangle.

    • 0chumpy 6 months ago  | 

      this could be so much easier in python imo

    • GeorgeHulm 3 months, 4 weeks ago  | 

      Thanks for sharing this technique! It's definitely a much simpler alternative.

  • Jojoman236 7 months, 1 week ago  | 

    I am unable to create roads in unreal project. How to fix this?

    • GeorgeHulm 3 months, 4 weeks ago  | 

      Hello, more context is needed! At which point in the series do you have issues, and which version of unreal did you use?

  • GeorgeHulm 6 months ago  | 

    Please continue to share thoughts on how specifics can be improved. It helps me for sure and it's great for other people who watch these videos to learn more efficient approaches.

  • H Hans 4 months, 1 week ago  | 

    “Advanced_River_Tool” How to create data in the stash node? I want to replace my own terrain data.

    • GeorgeHulm 3 months, 4 weeks ago  | 

      You can save new data to a stash node by wiring in an input and pressing "stash input", but you may need to check that you have matching layers on your new heightfield to ensure everything continues to work.

  • noelluce02 1 month, 2 weeks ago  | 

    I'm having some issues. At first, the spline didn't appear, but I fixed that by restarting Unreal (the typical Unreal bug). Now, the spline works, but it's not projecting onto the terrain. So instead of creating roads, it's generating walls. Do you have any suggestions on how to resolve this issue?

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