31:55 looks absolutely AMAZINGGGGG!!!!!! I was blown away at all those landscapes, mountains, hills, massive structures, art direction, and more! I can't wait to see developers utilizing this in video games with UE5 and the SSD technology in the PS5!!! :D So cool!
Really impressive work! You said that you used world composition (deprecated), I wonder why you didn't use world partition? I'm trying similar things with world partition and have problems with instances😔. I also like the way you use low res terrain for the far view tile.
I think UE5 is one of the most capable engines today but Unreal Engine should find a way in improving the motion blur. I think the shading and lighting technology has improved a lot in most engines but the motion blur in my opinion is still behind for all engines. When I watch realistic 3d renderings its often the motion blur that takes it away. I dont know how they would do it but in my opinion the motion blur quality/technology should be the next priority.
I work with houdini, world machine, gaea in a project and it really depends what you want to achieve, and what type of project you are working on. It's like lidar is really not usable in some cases see Anno 1800 game that have more designish landscape just for rts camera etc - lidar is not usable at all in this case and because of art direction, another example is just every generic fps game or any other that doesn't need very detailed landscape that can be just scattered with natural environment meshes - in this case lidar can be used. For me i would never use houdini for generative landscapes because of garbage erosion algorithms, even as you said you are still using gaea algorithms just to generate a good looking not pixelated masks while using lidar data. In this case it's still something like you are using other landscape software then import it into houdini just to scatter things by masks that have been also generated in another software. Anyway i'm impressed how the scattered cliffs looks in ue5 since they removed tessellation and virtual heightfield mesh / landscapes overall are one big butthurt in UE.
bro, massive AAA studios hire their own aerial photography teams to LIDAR scan landscapes pre-selected by their location scouting team. That type of tech isn't available to small or medium teams
@@godril90 World Creator, Gaea, World Machine etc., and also Unreal Engine has built in Landscape building tools, and now with PCG, it's pretty powerful.
@@andr101 Yeah, but it's a pain in the butt to learn in addition to tools like blender and unreal. There WAS a tool that let you use houdini itself in unreal and for some reason it isn't in unreal 5, the engine that would probably be the most powerful with it.
Houdini is pretty intuitive, I had no problem learning it but I already knew Maya so that might've helped. Albeit they are different. Houdini should be used with something like Maya or Blender not used alone since they are good at different things.
When I started in Houdini, there were only the manual, 2 DVDs from cmivfx and 2 books. That was it (2007). These days the amount of high quality tutorials available are mindboggling, I'm picking up UE5 at a pretty good clip thanks to these videos and creators. Just need to put in the time.
It depends. We as a small studio (5 people in this department) also do have these kind of custom tools. Two people doing all this pipeline stuff and it works quiet well. It totally can be accomplished by non AAA Studios
@@aukehuys2297 I'm just wondering how an indie studio, especially driven by only one developer, should be capable to afford using tools like Houdini. I don't even know which license to use.
@@manollobango As a one man show, yes. This could be really difficult but on the other side, as a one man team you do not create these giant worlds. So houdini isn't the problem - it's more likely the concept. Anyway. As a solo developer you should use at first the apprentice version to learn stuff inside of houdini and when you feel comfortable to communicate with other programs, get the indie version.
@@manollobango it is not the "price" of the software that is the issue here rather the "skill" required to make these custom tools. Even Houdini is affordable enough for these days.
@@aukehuys2297 You can easily finance your way to the complete software package as a 1 time purchase with good credit (it'll cost about as much as the subscription with the discount I've seen), but the skill tho
31:55 looks absolutely AMAZINGGGGG!!!!!! I was blown away at all those landscapes, mountains, hills, massive structures, art direction, and more! I can't wait to see developers utilizing this in video games with UE5 and the SSD technology in the PS5!!! :D So cool!
Wow! That's an extremely powerful tool set!
Have they made these tools publicly available? Can't find anything on their sites.
you ever find out if they released their tools?
@@ModelWhatYouSee Sadly no.
@@Al1987ac Ah to bad. I guess I'll keep using mapbox:)
Really impressive work!
You said that you used world composition (deprecated), I wonder why you didn't use world partition?
I'm trying similar things with world partition and have problems with instances😔. I also like the way you use low res terrain for the far view tile.
You wouldn't sculpt a rock! Perfect.
Really fascinating stuff
how did i not see this a year ago
I think UE5 is one of the most capable engines today but Unreal Engine should find a way in improving the motion blur. I think the shading and lighting technology has improved a lot in most engines but the motion blur in my opinion is still behind for all engines. When I watch realistic 3d renderings its often the motion blur that takes it away. I dont know how they would do it but in my opinion the motion blur quality/technology should be the next priority.
do you dream in motion blur ?
Love you unreeeeeeeal
What are you using for landscape displacements? Are you using VHFM at all?
Flashing, Lights. Flashing, Lights!
I work with houdini, world machine, gaea in a project and it really depends what you want to achieve, and what type of project you are working on. It's like lidar is really not usable in some cases see Anno 1800 game that have more designish landscape just for rts camera etc - lidar is not usable at all in this case and because of art direction, another example is just every generic fps game or any other that doesn't need very detailed landscape that can be just scattered with natural environment meshes - in this case lidar can be used. For me i would never use houdini for generative landscapes because of garbage erosion algorithms, even as you said you are still using gaea algorithms just to generate a good looking not pixelated masks while using lidar data. In this case it's still something like you are using other landscape software then import it into houdini just to scatter things by masks that have been also generated in another software. Anyway i'm impressed how the scattered cliffs looks in ue5 since they removed tessellation and virtual heightfield mesh / landscapes overall are one big butthurt in UE.
Are these made for to be used in Game World ? Like not a Scene for a video ?
Great tutorial sir these is really a much helpful
This is cool but we can't actually learn it for a price?
Wait so you guys not using maya but blender? Can blender replace maya?
Ok...great but LIDAR are not available for all country's...only US have a 1m definition maps available to public for free.
Not true, I live in New Zealand and we have loads of 13+ points per meter datasets available for free.
@@peterallely5417 but in France we don't by exemple
bro, massive AAA studios hire their own aerial photography teams to LIDAR scan landscapes pre-selected by their location scouting team. That type of tech isn't available to small or medium teams
I thought the LOd s workload time is over....
alo hear my music unreal prods, we could do some in tha future if yall down
It’s a fascinating workflow and quite cool, but it also seems over engineered
I can see that. May I ask, as an inexperienced developer, if you know a easier way to work on a large landscape?
@@godril90 World Creator, Gaea, World Machine etc., and also Unreal Engine has built in Landscape building tools, and now with PCG, it's pretty powerful.
As if people even know how to use houdini.
It's not impossible to get going with Houdini, there are a lot of nice tutorials nowadays.
@@andr101 Yeah, but it's a pain in the butt to learn in addition to tools like blender and unreal.
There WAS a tool that let you use houdini itself in unreal and for some reason it isn't in unreal 5, the engine that would probably be the most powerful with it.
@@randomd00d19 the houdini engine plugin is available for ue5 for a while now
Houdini is pretty intuitive, I had no problem learning it but I already knew Maya so that might've helped. Albeit they are different. Houdini should be used with something like Maya or Blender not used alone since they are good at different things.
When I started in Houdini, there were only the manual, 2 DVDs from cmivfx and 2 books. That was it (2007). These days the amount of high quality tutorials available are mindboggling, I'm picking up UE5 at a pretty good clip thanks to these videos and creators. Just need to put in the time.
Bashing other tools 🥱 you have to be a AAA studio to develop those pipelines. In the near future AI will take over I bet
It depends. We as a small studio (5 people in this department) also do have these kind of custom tools. Two people doing all this pipeline stuff and it works quiet well.
It totally can be accomplished by non AAA Studios
@@aukehuys2297
I'm just wondering how an indie studio, especially driven by only one developer, should be capable to afford using tools like Houdini. I don't even know which license to use.
@@manollobango As a one man show, yes. This could be really difficult but on the other side, as a one man team you do not create these giant worlds. So houdini isn't the problem - it's more likely the concept.
Anyway. As a solo developer you should use at first the apprentice version to learn stuff inside of houdini and when you feel comfortable to communicate with other programs, get the indie version.
@@manollobango it is not the "price" of the software that is the issue here rather the "skill" required to make these custom tools. Even Houdini is affordable enough for these days.
@@aukehuys2297 You can easily finance your way to the complete software package as a 1 time purchase with good credit (it'll cost about as much as the subscription with the discount I've seen), but the skill tho
Fortnite is better
why not minecraft
lol
Fortnite or Babadi?
kek
Il est olige de s'exprimer de maniere aussi pompeuse et snobish??