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Approaches to Creating Realistic Terrains and Landscapes

Check out 5 packs with assets and tutorials on how to achieve a realistic look of a procedurally made terrain or a landscape using Houdini, Unreal Engine 4, and custom tools.

Arch Masterclass FullPack

Grab a course with a full environment production process explained in detail. The course focuses on working with references, the creation of reusable assets, and adding realism to the scene. The pack also includes VFX workflow tips. 

Mastering Environment Creation in Houdini

Check out a guide with everything you need to know about environment creation using a procedural approach. The guide covers:

Advanced terrain generation 

  • Tree/foliage generation 
  • Scene assembly 
  • Shading and lighting
  • Atmospherics and compositing
  • USD - Karma - Arnold 

Introduction to World Creator 

Travis Davids offers a guide on how to use World Creator, a terrain/landscape generation system

What’s inside:

  • 12 real-time start-to-finish videos with an introduction to the system 
  • A real-time breakdown video of the Star Wars flyover landscape scene
  • 10 World Creator project files 

Photogrammetry Rock Pack Toolkit 

1 of 3

Grab a toolkit from Travis Davids with rock’s photogrammetry materials. 

Pack Contains:

  • 9 photogrammetry scanned rocks
  • 7 custom rocks
  • 9 rock alphas
  • 1 IMM high-quality rock brush
  • Two tutorials covering how to push the pack to a new level

Environment Prop Master Materials for UE4 - V2

Check out environment materials from Lincoln Hughes. 

Key features:

  • Includes over 50 shader presets, all set up to simply create instances from and swap textures
  • Comes with Snow/Moss/Dirt/Rust/Wetness/Ice Procedural Top Layer Grunge Materials 
  • New Global Coverage Blueprint controls Top Layer Material amounts (and other options) per map using material parameter collections
  • Heavy optimization pass done
  • Emissive options (strobe/randomized noise)
  • Opacity Mask options
  • Bump Offset Ice Materials (Optional Subsurface Scattering/Fresnel)
  • Layered Blend Materials (2/3 Layers) - Perfect for armor/characters/guns that use masks with tiled textures/unique normal maps
  • Foliage Master Materials - Optional Z-Up Snow/Distance-Field Interaction with characters/SSS

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