You can modify the terrain by calling the Houdini function directly in the editor. The goal here is to use UE4 to implement functions in a similar way.įigure: Example of a terrain editing tool for Far Cry 5. The specific case has GDC2017 and GDC2018 related videos on GDCVault. This is also the way Ubisoft has used Houdini in Tom Clancy’s Ghost Recon: Wildlands and Far Cry 5 in recent years. The HDA node of the procedural function performs the function. In addition to the first time to import the initial terrain into Houdini to generate WorldCompositon in Houdini, it is no longer necessary to re-direct back to Houdini, but to call pre-packaged in UE4. Therefore, our goal is to develop the second option. This has also led to a part of the domestic project to introduce Houdini's terrain into the production pipeline, but it is only a substitute for WordMachined, and can not fully play the full function of Houdini. This method is very time consuming and laborious. These things are imported into Houdini and are not just resource processing. They are usually packaged in the form of BP or Prefab. Scenes and architectural parts other than terrain are also related to GamePlay and optimized display logic. The large terrain also needs to be generated by WorldCompositon and LandscapeStreamingProxy. It may also need to be imported into UE4 to see the final effect. The program here not only requires art and planning to have a certain understanding of Houdini, but also because the rendering effect of Houdini and the engine is inconsistent. Solution 2: Using the Input and Output of the HDA node, by calling the Houdini Engine API, the Houdini process node is directly modified in the UE4 to modify the terrain.Option 1: Import the entire terrain and buildings back into Houdini, re-process and adjust the generated, and then import them back into UE4 for processing.And Bake made a second modification to the terrain resources of Landscape. Some of their designs also affect the terrain information, so the Houdini pair has been imported into UE4. In actual game projects, LA and LD are still biased to work in the game engine editor. However, this method also has its limitations. Also, yeah this is a unity example but it works in Unreal too.In the previous section, the process of seamlessly importing Houdini terrain into UE4 was solved. (The magic, pardon the pun, starts about 2 minutes in. So where should I start? I began playing around with Houdini right after they made the Houdini Engine Indie edition free for developers ( Note: They made Houdini Engine free, not Houdini itself) I had been very interested in Houdini for a while because procedural generation is one of my favorite topics and I loved the idea of using it to generate my models programmatically, but it was this video that pushed me over the edge and made me run out and buy a years license. Message me, upvote this post wherever you linked from, or just leave a comment if you want to see more of this kind of thing. If you want to see more of this let me know. That having been said I really like playing with this stuff and I decided to this post to gauge interest in this subject. On the other hand I can’t deny that the licensing model might not be ideal for most new developers, and I can’t deny that there are some pretty big bugs still out there in Houdini Engine. On the one hand I think this tech is amazing and I want to tell everyone about the awesome possibilities it opens up and the massive boost to the workflow pipeline it allows. So I’ve been debating doing this one as a topic for some time now. Make sure to check out the second part tomorrow. Take a look at the first part of the article about using Houdini in Unreal Engine presented at The Undead Dev.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |