
Download Houdini and Houdini Engine for Unreal, install the Houdini plug-in, and visit the provided link to access the required resources and software.
Paint a lake in Houdini by shaping a height field with a mask and adjustable height parameters. Refine with resolution, blur, and noise, then prepare the asset for engine export.
Learn to generate base mountains procedurally in a game environment using Houdini and Unreal, adjusting height, noise, masks, and exposure for controlled terrain.
Extend the lake with flowing water by using flow maps in Houdini, adjusting resolution, painting lake entrances, and masking distortions with layered depth masks for realistic terrain.
Expose and link parameters to a global compute range button, adjust erosion and mountains height. Save work after crashes, manage channel links, and rebuild instances to keep parameters exposed.
NOTE : in order to adjust the normals size you can click "D" , then a display settings window will appear , just head to the guides tab and you should find an option for normals size
Expose lake parameters and provide default inputs in the HDA, using a switch to fallback to defaults when inputs are missing, then test the asset in Unreal.
Refine the landscape layer by adjusting the flow field, applying noise, and masking the lake and debris layers to create detailed terrain.
Expose and organize landscape layers in Houdini and Unreal, build a landscape master material, create a material instance, and enable real-time parameter blending across layers for dynamic environment design.
Build landscape layers in Unreal Engine by texturing cliffs with normal, roughness, ambient occlusion, and displacement. Configure flow, debris, lake, and slope layers with tiling and color overlays.
Replace the landscape UV projection with a tree planner projection for cliffs, then adjust texture size and projection contrast while tuning flow and debris edge masks.
Unreal Engine landscape workflow updates cover mask corrections, height blending, and texture variation using noise textures, with layer blending, displacement, and material attributes to produce more varied terrain.
Adjust landscape layers in Unreal Engine, tuning resolution, flow color noise, and textures; blend layers, tweak roughness, and finalize a lake layer for the landscape.
Export a lake landscape to Houdini, create and bake a flow map data, and sculpt a convincing flow field using curves, obstacles, and smoothing to guide lake floor flow.
In Houdini, paint a float mask to taper flow strength near land, visualize the mask, and transfer it to vertex color for subtle end-of-flow control before Unreal export.
Bake a Houdini flowmap for UE4 by converting vertex color to a flow vector texture, then apply it via a master material with intensity control.
Learn to scatter dead trees procedurally on terrain in Houdini and Unreal by using terrain layers as masks, tweaking slope, curvature, height, and density to control placement.
Replace the lake material with a new shader, import water textures (normals and foam masks), set roughness, specular, occlusion, and displacement, then enable translucency and tweak tiling for realism.
Adjust the terrain shader in Unreal Engine and Houdini by blending a lake mask with a green substance, tweaking vector parameters and base textures to match the lake color.
Identify and fix uv distortion in Houdini by visualizing textures, adjusting uv mapping after the mesh, and re-importing to rebuild the flow map for a smoother lake.
Learn to scatter rocks and debris around a lake using Unreal Engine and Houdini, create masks and color fade layers, and expose parameters to control rock coverage and scale.
Place grass, debris, and rocks around the lake using flow-layer masks, while keeping rocks rare in water-flow areas; adjust density, scale, and distribution with hafid masks and origin-based scattering.
Expose and tweak hda parameters, set ranges and randomizers to control debris, rocks, and branches. Import assets, assign textures, adjust coverage, radius, density, scale for varied foliage and lighting.
Learn to scatter mushrooms procedurally around trees using a scatter method in Unreal Engine and Houdini, tuning density, scale, rotation, and radius to create convincing forest environments.
Bake Houdini outputs to native components and disable the Houdini asset visibility, then set distance values for instances and enable distance fields to boost performance.
Adjust the scene lighting by enabling sky atmosphere, skylight, directional light, and volumetric fog, fine tune sun position, color, and shadows for dramatic, cohesive final visuals.
INTRODUCTION:
Welcome to the Procedural game environment class with Unreal Engine 4 and Houdini! This course is packed with expert insight, technical skills, secret tips, and the black arts of procedural environment design that will help you level up your environment design and art skills to a whole new level! All Packed into a compact 14 hours of content that would be impossible to get anywhere else.
DESCRIPTION:
In this course, we will create a professional, procedural game environment using state of the art tools and resources
Here are few of the main points we’ll cover in this course:
-Generate procedural terrain and lakes
- Detail landscape and generate layers masks
-Utilize Houdini Digital Assets to empower your workflow
-Create terrain materials from scratch
-Generate flowfields and bake them into flowmaps for real-time usage
-Populate huge worlds using procedurally scattered assets
-Light your scene and present it in the best possible way
The best way to describe this course is: become a one-man army. It’s not for beginners as I won’t cover the basics but if you’ve got a handle on artist tools then get strapped-in for quite the ride! There are no time-lapse sequences and no pre-planned segments. Students will be able to follow me live digging my way to the end. I’ll be showing and explaining every little step along the way, allowing you to follow along in real-time or watch at your leisure.
WHO THIS COURSE IS FOR:
Intermediate game artists, level designers, game developers, or game designers
Unreal Engine users
Intermediate artists who want to learn game environment design