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[Houdini][UE4] Procedural Farmland Generation

Hey guys just wanrted to share something i'd been working on as my final year project at university. when i started the project i had never done anything with houdini before so was a good experience to learn for me.

features:
  • Proedural Fence Placement
  • Grass Placed By Landscape material
  • Procedural Border Foliage Placement.
  • Procedural Road with Interaction with foliage and Fences
  • Two Types of Field
  • Object Detection and Masking
  • Shorter Grass in Detected Objects Shadows



would love to know what you guys think!






Replies

  • Mark Dygert
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    That is interesting as fuck! I love what you've done, nice work! 

    Is that an Unreal Landscape mesh that you're tessellating with Voronoi noise? Or is that some other kind of proxy mesh that you're using to subdivide and create fields and roads?
  • RyanDJackson
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    That is interesting as fuck! I love what you've done, nice work! 

    Is that an Unreal Landscape mesh that you're tessellating with Voronoi noise? Or is that some other kind of proxy mesh that you're using to subdivide and create fields and roads?
    The terrain is generated in houdini from a heightfield and converted to an unreal mesh.

    The green and yellow you see are just proxxy geo spawned from houdini showing you where the fields will be, most of the heavy lifting from this tool has been done in houdini and just applied in unreal engine :)
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