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Building a Scalable Terrain Biome Pipeline | Twan de Graaf | EPC 2024

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Walk through the process of setting up a pipeline for controlling biomes on a terrain from scratch. Biomes can help you with the design of a landscape in a high-level way. They can for example be used to control the material designation of your terrain or drive logic in other parts of your pipeline. The goal of the pipeline is to create a very scalable system, by separating out some external data and to use that to control the logic inside Houdini. The pipeline is created using mainly the VEX and Python in Houdini. Both heightfields and polygons are used to show the strength of both workflows. EXPECTED OUTCOME | After this workshop attendees will know new ways of extending Houdini, using external data. They should feel even more familiar with VEX and Python and know how to get the most use out of heightfields and polygonal terrains. Twan de Graaf is a senior technical artist from the Netherlands and alumnus of BUas. He has worked at Ubisoft Paris for 10 years, specializing in the Houdini software package. During this time, he worked on Wildlands and Breakpoint of the Ghost Recon franchise of games. 00:00:00 - Intro 00:00:35 - Heightfield Setup 00:08:02 - Adding More Data 00:17:03 - Frameworks Setup 00:32:42 - Creating External Data 00:41:05 - Table Import 00:44:47 - Biomes Rule System 01:03:59 - Biomes Weights 01:22:23 - Biomes Custom Import Columns 01:32:02 - Biomes Custom Import Rows 01:40:33 - Biomes Scalability Filtering

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