Procedural Terrains with UE4 & Houdini
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Latest comments
by Frank
6 hours ago

Is there any way i can tweak the colors dynamically through another blueprint? I tried with the "get all actors of class" function and setting the colors of the clouds by a timeline, everything else connected to the timeline does its thing but the volumetric clouds wouldn't change. Are the properties somehow fix?

by Ronnie Ochero
10 hours ago

Hi, what version of blender does this work with?

by anonymous
15 hours ago

Yeah this is good but it doenst capture the 2d look it still looks 3d. How about copying the movement of 2d animation because this looks way too smooth. 1 example is using the classic by twos which most studios do or also use 24 fps to really capture the 2d feel

Procedural Terrains with UE4 & Houdini
27 September, 2018

Kevin Babin, a 3D Artist and a fan of procedural generation, has recently shared a short breakdown of his terrain created using Unreal and Houdini. The artist is really interested in the procedural content generation, and a couple of months ago he decided to study different types of environments.

The first environment the artist is working on is called NS8, which is a cool frozen planet.  The procedural way is highly efficient in a production pipeline because of node-based graphs and other useful tools for level designers and all kinds of artists. 

The artist’s latest breakdown features a number of general tips and tricks on procedural art and explains some of the steps. You can find it here

Kevin also suggests checking two videos from GDC 2017 and GDC 2018 with Alexander Dracott about Houdini 16 Terrain Tools. Here is a recording from GDC 2017: 

Source: ArtStation

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