What
For this project I'll be focused on building a Unreal procedural foliage tool focusing on populating a landscape with different kinds of trees and grasses. This project will utilize Speed Tree, Houdini, and Unreal Engine.
Why
I have a really big fascination with Houdini and specifically the procedural modeling associated with it, this project combines my decent knowledge of SpeedTree and Houdini by giving me new material to focus on.
Additionally, this project will assist with Capstone efforts for Regradable, which has a problem of minimal 3D artists but high celing in terms of scope. With this project, I can focus a bit more on assisting our one environment artist with foliage population while providing a tool to our level designers to make it as simple as possible.
How
This project would focus on useing SpeedTree to create the meshes of the foliage, for the purposes of this project I would kepe the sclae small and constrain it to two tree types, two bush types, and two flower types, this gives me six different foliage types to play with.
Then I would utilize this assets in Houdini to understand the logic of where the plants go and create a HDA to decide the randomness, density, biome types, mask strength and more.
From there I would bring the HDA into Unreal engine and utilize the in-engine terrain tools to create a variety of spaces for the foliage to spawn. Unreal would then be utilized for rendering and further tool polish.
References
Utilization of SpeedTree and Unreal Engine
- Picturesque English Countryside Crafted with SpeedTree & Unreal Engine
- The Procedural Nature of the Horizon Zero Dawn
- Between Tech and Art: The Vegetation of Horizon Zero Dawn
- Foliage Creation Exploration
- Forest Valley
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