Release date:2020, January 22

Duration:04 h 42 m

Author:David CGMK

Skill level:Beginner

Language:English

Exercise files:Yes

In this online course, the viewer will build upon the workflows of the first tutorial and learn advanced techniques for generating more complex terrains and landscapes with Houdini and to use them inside a game engine like Unreal Engine 4.

We will be focusing mostly on how to import and process satellite topography data to:

– Convert point clouds into actual height fields with multiple layers of information including vegetation scattering masks.

– Convert it into game assets with baked maps

This course has been designed for intermediate users who have a good knowledge of Houdini and ideally who have watched the Introduction to Terrain Generation for Games with Houdini course.

After viewing this course, people can expect to be able to use real world satellite data and combine it with advanced terrain techniques inside Houdini to generate amazing landscapes.

Even though this course focuses on game engine application, these techniques can also be applied in VFX for Environment creation.

01-Working with LIDAR 01-Introduction to LIDAR 02-Getting data from Open Topography 03-Importing and fixing transforms 04-Making it square 05-Calculating average distance 06-Removinig Stray Points 07-Minimum height to zero 08-Strating the LIDAR processing HDA 09-Finishing the LIDAR processing HDA

02-LIDAR points to Heightfields 10-Creating the Heighttfield 11-Generating the trees scattering layer 12-Dealing with the borders 13-Creating a tree proxy and scattering 14-Adding erosion layer 15-Starting the LIDAR to heightfield HDA 16-Finishing the LIDAR to Heightfield HDA

03-From Heightfield to Asset 17-Remapping erosion layers 18-Starting the material layers 19-Finishing the material layer 20-Converting to Geometry 21-Preparing for baking 22-Baking normals and exporting fbx 23-Using COPS to combinie the material 24-Using COPS to generate a custom 25-Usinig COPS to generate a tint texture 26-Starting the hda 27-Asset name and output path 28-Creating the render button 29-Fixing node referencing 30-Rendering the COPS 31-Finiishing the HDA 32-Debugging the system 33-Testing in UE4

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