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sant0s81

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Everything posted by sant0s81

  1. Open world roads

    What about World Composition? I never worked with it, but as far as I understand you split your massive world in little parts. https://docs.unrealengine.com/en-US/Engine/LevelStreaming/WorldBrowser/index.html
  2. Open world roads

    Yea, but I mean if you would import the street HDA - you have the street as a single geometry no matter how large that geometry is. So maybe there is a way to use tesselation (or reducing polygons) by distance to the camera. I thought, maybe there is a way like that tesselation in the video, that could be used on an HDA. So reducing polygons by distance.
  3. Open world roads

    But wouldnt something like that work? https://www.youtube.com/watch?v=W1MRDXUWID4 Actually, adding tesselation on the street that is generated with a HDA to have a super low poly mesh by distance to camera.
  4. Houdini<>Unreal uv doubt

    I dont find the post anymore, I had a similar problem. Did you try starting with "uv1" instead of starting with "uv0"? I am not sure, but I think that solved my problem.
  5. Houdini Broke After Update?

    Normaly SESI will answer very quick when you have problems with licenses etc. Just write an email to the support, send the log file from "Help -> Houdini -> Save and in 15 minutes you will get an answer/solution.
  6. Unreal Landscape Layer Issue

    Did you try to plug a Constant3Vector into the layer blend? Just to check if that works. I just tested a heightfield with 6 different masks and it works.
  7. Hi, goal is to create a landscape based on LiDAR and use that in UE4 to finaly get a fulldome projection for a planetarium. LiDAR files (scanned by GEO departments of a country for example) come in many cases with lots of usefull information like the position of vegetation, buildings, water and of course the ground. https://en.wikipedia.org/wiki/Lidar https://geodetics.com/lidar-point-clouds/ These classifications than can be used to feed heightfields with masks and finaly scatter vegetation on the "correct" position. The screenshot shows an imported *.*las file from Slovenia with 5 different classes. Right now the website seems to be down. Anyway, here is a link that shows how to create DEMs from these LiDAR files - and hopefully the website will be back online soon: http://paleoseismicity.org/tutorial-how-to-make-a-dem-from-the-slovenian-lidar-data/ http://gis.arso.gov.si/evode/profile.aspx?id=atlas_voda_Lidar@Arso&culture=en-US (currently offline ) The next screenshot shows the progress from LiDAR inside Houidin with ground and vegetation class, converted to Heightfield with scattered instances based on the LiDAR vegetation class points and finaly imported into UE4. And here the world map of that area (the projection and date are different, so just in case you wonder why it looks a little bit different, see https://en.wikipedia.org/wiki/Map_projection for more information about map projection): Here is a first try of importing a LiDAR based HDA into UE4. There is VERY little erosion to keep the main shape of the LiDAR terrain, but you can see how detailed the shape of the landscape is just out of the box. The trees are based on real positions (depends on the date the LiDAR was scanned of course). You can even see streets/pathes and fundaments of the buildings just to show, how detailed LiDAR can be. Its one heightfield with max resolution 8129 x 8129 (see the UE4 manual for landscapes: https://www.sidefx.com/docs/unreal/_landscapes.html#LandscapeSize ). Depending on the points of the LiDAR file you could tile the heightfield to get even more details. And finaly a video running through the forest (its also from the Slovenia LiDAR files, but a part with way more forest since we made an animation with the GPS data of bears. The position is here: Google maps position of the UE Forest ) For fun I definitly wanna build in some animals, probably bears, just to feel the fear of a dark forest (and no, these animals are awesome and no danger to us, so dont be afraid - the chance to meet one of these beautiful animals is extremly rare and we are not part of there dinner plan). Sry for jumping so much in the video, but since there are many micro elevations, the character stucks sometimes ( and to much quake3 in the past ). To avoid that, you could use for example a HF resample and smooth out these little obstacles. https://youtu.be/i_3SaAJ8lsM I try to keep that post updated with my progress. Cheers and thanks for all the amazing help here. sant0s
  8. Still all in preview mode (light/shadow/models in bad quality), but based on real tree position (from LiDAR) and than scattered more plants around.
  9. Procedural, little low poly Village

    @konstantin magnus Yes, I do alot with masks. Definitly use the masks to get more ordered scatter points around the houses (props like barrels, plants, trash etc). I like the "Per Point Count Using Source Points" feature. It gives alot of freedom to get natural scattering. And I think, using the HF scatter to first scatter the buildings and than use the "Per Point Count Using Source Points" can give some awesome results. The green points are the original trees from the vegetation class of a LiDAR pointcloud - all the other points are based on the original green points (smaller trees, fern, dead trees/tree stumps, rocks, etc.)
  10. Morning everyone, I just watched that video here and wonder, how that is done: https://www.youtube.com/watch?v=tYNiIzElaZ0 I would like to create a little, super simple village with some streets and low poly buildings along the streets based on a custom shape. Is there a tutorial that I could use for that kinda procedural village? Thanks alot, sant0s edit: my guess is to randomly spawn some points on a grid and use the points to create and connect curves and generate the streets based on that curves. Than scatter and align points next to the street and copy the houses to the points.
  11. Procedural, little low poly Village

    @konstantin magnus thats great. Thx for the example. I was wondering if its possible to directly use HF scatter since its also more easy to read for UE4 with the variations. And also to use the on point scatter option in the HF scatter to create some realistic foliage around the houses.
  12. Procedural, little low poly Village

    @flcc Yeah, there are still some construction sites. Another cool feature would be to start with something like a center point (Church for example). As closer to the church, as more wealthy. Actually like in the Anno games where a Church or a University influence the prosperity. Maybe there is even a way to create districts by adding a gradient to the PolyExpand2D "Inside Output" and than using something like the tag attribute in HF Scatter based on black to white.
  13. Procedural, little low poly Village

    PaqWak added another nice feature. Now you can also delete buildings not only to close to the street, but also to far away - so you get kinda like backyards. Thanks PaqWak! village_generator_v003.hiplc
  14. Hey, I have a strange problem. When I add parameters, my HDA inside Houdini doesnt show the new parameters. In UE4 I can see them all. Is there something, to update the Parameters? The folder "Villages" doesnt appear at all and under "Bushes", the subfolder "Bushes 2" doesnt appeae in Houdini. In UE4 everything is visible. Thx, sant0s
  15. Half-timbered House

    Hey everyone, I am trying to build a half-timbered house like this one: I thought that maybe I could use a box with subdivisions, delete half of the box, scatter points on the edges, randomize them in X and Z and mirrow them back together to finaly add some attribute noise and connect the points to get edges. But how could I controll, that I get these special shape that you can see on first and second floor where the beams are not straight in Y? Thx alot, sant0s
  16. Houdini 19 Wishlist

    Thx, thats perfect!
  17. Houdini 19 Wishlist

    I dont know if that is already possible, but could find anything: Add a color to the connections lines between the nodes.
  18. Procedural, little low poly Village

    User PaqWak from Discord helped with aligning and overlapping. Thx again mate if you can read that! PaqWak wrote: village_generator_v002.hiplc
  19. Procedural, little low poly Village

    So I got a bit closer, but still have problems I cant solve. I used Polyframe to align the particles along the curve. Problem is, that I dont understand, how to get the normals from that curve on the particles, when I scatter them in the building areas and not along the curve/street. First try was to use another PolyExpand and than scatter only on the outline edges. But than I have some houses on the streets in smaller areas. And last but not least, I would like to limit the distance to the curve where the points are scattered. So the houses should not be to far away from the streets. Someone with an idea how to solve that? village_generator_v001.hiplc Not aligned, but scattered in the building areas: Aligned on the curve, but some on the screets:
  20. Procedural, little low poly Village

    Hey all I started to try building that Village Generator. The streets and areas where to scatter the points, are so far quite cool. But I have a little problem I am trying to solve. As soon as I change the seed, I have to manualy select the edges, otherwise its a mess. Oh, just realised, the seed change situation is actually working. How could I automaticly select the edges? Another problem I dont understand - as soon as I change the size of the street, its again messing around. Edit: I guess its solved. I had to Copy reference the Offset of the street width to the Offset of the inside area... Thx alot, sant0s updated working version: street_from_curve.hiplc
  21. Some more LiDAR tests in UE4. Gonna write down some experience over the weekend. Houdini to UE4 rocks, its awesome - but I was facing lots of problems and I think also some bugs that are quite annoying. Thats a shot facing to the village Luetzeroda near Jena based on LiDAR + historical maps. The Village is procedural but all the streets are based on the historical data. With a cheap village generator (WIP, but works really nice for some quick background villages, here is the link: Village Generator ) I scattered points along the streets. In UE4 the instances than where exchaged with building assets. Nice is, that you only need one scatter sop and in UE4 you can add different buildings on the same scatter to get some randomization.
  22. Houdini 19 Wishlist

    Yea, true - but MMB could be used for something else I often had a situation - of course I dont remember any now - where I though, now the MMB would be awesome.
  23. Open world roads

    @LaidlawFX Ehehhe - sry, didnt want to question your skills. Like I said, just confused edit: actually I saw that video here yesterday and I guess, thats quite similar about what you are talking? https://www.youtube.com/watch?v=UjwT1qw7r08 And I am just watching you talking
  24. Instance names in UE4

    Ahh, got it.... Was looking for something like prefix - but for UE4 its "unreal_bake_name" "unreal_generated_mesh_name". So to rename an instance, just add an attributecreate behind the instance object: Cheers, sant0s
  25. Instance names in UE4

    Morning, I wonder, how I could rename the instance in UE4. Right now the instances are named like that: For unity I can use an attributecreate and instance_prefix: https://www.sidefx.com/docs/unity/_instancing.html#Instancing_Names For UE4 I couldnt find something similar: https://www.sidefx.com/docs/unreal/_attributes.html I tried the unity instance_prefix - but that doesnt work. Anyone has an idea how to change the instance name? Thx, sant0s
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