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Learn how to create a shrub tool that can be used directly in Unreal. Learn how to procedurally generate the branches and leaves, then how to set up the tool to conform to an input shape. The tool itself will be set up with some built-in shapes to quickly generate default shrubs. The node network will then be wrapped up into a digital asset that works in Unreal Engine where artists can generate many different types of shrub.
Project Titan is an in-house tech demo designed to production test Houdini's procedural workflows while creating a 3D environment that leverages the latest technologies in Unreal. Click Here to learn more.
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COMMENTS
Mladen_Pajdic 2 years, 8 months ago |
Great tutorial but I am not able to download the project files. The page shows an error.
KieranLatham 2 years, 8 months ago |
Same issue here, 403 forbidden error
joeyongio 2 years, 8 months ago |
Same here , 403 Error. Really excited to try this one out!
ancientkult1337 2 years, 8 months ago |
I just want to say that I appreciate these Titan series tuts a lot.
Thanks Simon, please don't stop.
I like your style. it's short and on point.
rmagee 2 years, 8 months ago |
The files are there now
KieranLatham 2 years, 8 months ago |
For some reason, inside Unreal Engine, when I apply a wind to the leaves via vertex colour, theres a black shadow that moves across the leaves, any ideas what is causing this as teh leaves move like they're windy, but the shadow just breaks it?
MarkBergo 2 years, 6 months ago |
I could use some clarity on the Stash node. I worked around it, but it would be helpful to better understand how to link the geo to it.
Daksina_moorthi 5 months ago |
HI, I can use Point Vop and create a Noise instead of creating using Attribute noise node right? for density
maya4fun 2 weeks, 6 days ago |
Really thank you Simon for this explanation, it help me a lot for the production.
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