The Matrix Awakens: Generating a World | Tech Talk | State of Unreal 2022
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- Опубліковано 11 жов 2024
- Watch our tech talk ‘The Matrix Awakens: Generating a World’ from the State of Unreal 2022 livestream.
In this tech talk, you’ll find out how Epic Games procedurally generated the city for ‘The Matrix Awakens: An Unreal Engine 5 Experience’ demo using a combination of Unreal Engine-native procedural tools and a game-changing new Houdini workflow. We dive into the different construction steps and technical challenges that we faced along the way.
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#UnrealEngine5 #UE5 #StateOfUnreal #TheMatrixAwakens #OpenWorld #VirtualWorld #TechTalk #TechDemo #Houdini #ProceduralTools
I love how this is a big Houdini project disguised as an Unreal Engine 5 project.
I was thinking the same thing.
These two software should just get married already. No reason to be separate software's anymore.
Exactly what i was thinking... Been working with World Creator and UE4 and then suddenly the best method its by a combination of different softwares. Basically forcing us to a certain extent to learn all softwares... But hey here goes another adventure. 🤷♂🤷♂
That is true but I would argue that all the novel ideas in this project come from UE
Yes and 3D scans and photogrammetry models are disguised as an Unreal Engine 4/5 photorealistic graphic..
Seems like Houdini is the star of the show. Pretty awesome output.
wow, downloading free assets for ue5. Unreal Engine Rocks... will be learning new features.
Unreal engine is way before it's time! Damn! Very cool tech. Houdini is awesome!
Props to every artist and programmer who worked on this, seeing all the complex and beautiful ways this was implemented is truly mind-blowing!
Amazing talk! There are so many fascinating techniques in here and clever tricks that get mentioned so quickly. The mention of using point cloud ambient occlusion to generate reverb volumes barely took 30 seconds and its such a cool trick :D Thanks for sharing and great job to everyone involved in the project, you're inspiring :)
Insane stuff behind the thought-process and execution in order to breathe life to this world
Since this video doesn't seem to have chapters...
0:00 The Matrix Awakens - Generating a World
1:52 Procedural Tool - Houdini
5:38 Procedural City - What it takes
7:48 The City Layout - Procedural generation of an American city
9:28 The City Processor - A one-click city
10:04 Roads - Generation
12:23 Freeway - Generation
14:28 The Lots and Building Volumes - Generation
17:22 The City Ground - Generation
22:22 The City Audio - Data generation
25:02 Building - Generation
39:15 Wave Function Collapse
45:00 Crowd & Traffic System - Bringing life to the City
45:35 Mass Framework - Fundamentals overview
49:31 Populating the City - Leveraging the procedural data
51:47 Orchestrating the City - What to spawn? More than visuals
Fun fact: this is how the Architect created all the versions of the Matrix.
im architect and this tools are awesome ,to create a city in a few minutes is astonishing
@@fbbinoire201 Are you sure you are the Architect?
@@voidcompiler3799 what?
His not The Architect, I'm
@@laura-cantillo I know you are.
The amount of work done over the simulator is ridiculous. The result is simply spectacular. These people are professionals of the finest degree. They are skilled and knowledgeable on more than one field.
This is literally a class in open world construction. There should be a detailed tutorial made by this team. A city module creator should be the next step where every building has interiors. We are already there.
Great work as usual.
The files houdini files are already available in the city sample that you can download in the Epic market place, the tutorial will come soon :)
Devs of UE engine. You've no idea how we, gamers, are hyped for the yet upcoming games, based on your technology. It's simply mind blowing what gonna witness in the next 3-5 years.
we witness sh*t which made for ps4 consoles, since its a majority on market.
Definitely a great overview of techniques used. I spent dozens of hours walking around the city and checking everything out, not to mention flying with a Drone to get a closer look at individual assets. I think it’s a very interesting concept of essentially treating buildings as individual blocks. Essentially using hey pre-built Lego set to construct an entire building. It still amazes me to this day, that game development still boils down to two words that have been used throughout the history of computers and making games. If/then. Every time I play a game, looking around at everything. Construction of the world, AI, combat… Everything. Every aspect boils down to those two words. Action and reaction, essentially.
In any case, after spending so much time with what is essentially a interactive rolling demo… I started having more questions than answers. One came with lighting, especially with the experimental light for night. Where I couldn’t help but notice there was no spot lighting. Things that you would see you in a normal city were missing. Neon, LED, etc… not sure if this was a time thing, a frame rate and optimization thing or a combination of both. But it was definitely a glaring omission after a while. With some of the best lighting being when you turned pedestrians and cars into essentially point lighting. Which showed reflection on the ground, which was very impressive and showed that it could be done. I also would’ve loved to see something like Central Park. Showing off some different landscape, with trees and lakes or streams. Just a different feeling biome from city streets and pavement.
It would’ve also been nice to have some sort of explosion weapon in order to play with the physics system. I’m not sure if the bridge collapse from the explosion in the shooting section was real time or canned animation. But, I would’ve liked to see more physics implementation like that… Just to see it in action. As I truly believe physics implementation with surrounding architecture is truly the next generation of gameplay. Instead of shooting an enemy directly in the face, like we’ve been doing since the beginning of gaming… How about being able to shoot a building, who‘s pieces then fall realistically on top of the enemy. With the enemy being able to do the same to you, therefore making every environment you fight in essentially unstable and a hazard. Making the player second guess where and what they use for cover, taking into account the surrounding environment. Not to mention objects within that environment that can cause chain reactions. The only game, that I can remember, in the history of gaming that used physics as a Gameplay additive… Was Red Faction: Guerilla and Armageddon. Which I spent dozens if not hundreds of hours simply playing with the physics. If that game could do it on the Xbox 360, we should have no problem doing the same all modern hardware. The fact that the physics interaction wasn’t canned or eastern is what made it so good. Where you could shoot key areas of a structures weak points and watch it slowly crumble and pieces start to fall minutes after your initial blow to the building. Realistically based off of the properties of the materials, weight and bearing on the surrounding structural elements. It was truly amazing and still is to this day.
In any case, the demo certainly showed the bare minimum of what can be possible by any developer, any size… Using UE5. Taking minutes in hours instead of days and weeks. Giving even an individual developer all the tools they need to design a AAA quality game in a easy to learn interface, fun to master environment with endless possibilities due to user submissions and add-ons to design really any type of game. I know I’m going to play around with a bunch of ideas and see what I can make myself and hopefully publish. UE5 is going to be the corner stone of when I imagine it’s going to be 95% of games this generation and for generations to come. Making many aspects of designing a game, almost as easy as drag and drop. Which will open up The door for imaginations to run while for both young and old aspiring game makers. God bless EPIC for going out of their way to make the engine and game design as simple as possible in order to allow developers to focus on their ideas and story, instead of jumping through hoops in order to just get a character moving on the screen. Which is going to allow kids as young as five and six years old to get their feet wet making their own games. I know, if this had come out when I was a kid… I easily would’ve been a multi millionaire if not billionaire by now. As I loved computers and video games and the idea of making my own. The focus and nonstop energy you have as a child allows not only your imagination to run wild, but for you to learn anything you were interested in both inside and out. Again, thank you Epic!
Really awesome stuff! It will be interesting if future iterations can incorporate additional variation in Z elevations which would lead into the use of retaining wall structures and building foundation variance. While the splines have curvature, roads and sidewalks in reality are pitched to allow for water drainage and in the case of high speed roadways to handle vehicle uplift (this results in more complex planes with their own subtle variations, but in a good way, allowing for more future detail) - meaning a rainfall water simulation as well as vehicle sim all become that much more real looking. Very exciting! (@21:28 the road decals if final in that scene would likely confuse drivers, but even the standards in real life do that lol)
Oh ma gaaaad, You guys work is incredible. Procedural is the future but you push it at a next level!
Wow Thank You For Supporting New Game Developer Who Know 0% Of Game Development
41:52 did I just learn how the old "3d pipes" windows screensaver was made? :D
So exciting to see houdini and unreal engine 5 working together this way. Great work . Congratulations to everyone involved. This is amazing.
Look forward to see more in-depth tech talks about this city project. Thanks again for the team to develop this awesome project.
hearing the osm stuff made me smile because for sometime now ive been using a tool that helps build buildings procedurally but not the city. I went through the thoughts of OSM etc. Glad this is finally here. EDIT: What you have given us with this, is amazing. Truly.
Creating cities for open-world games?! This is my BIGGEST DREAM
Your dream comes true! Now just create dude!
Hell yeah!!
Learning Houdini was the right choice.
this is most sophisticated talk i ever seen till Marvel’s Spider-Man, meet Houdini | David Santiago | GDC 2019 video.
I feel Like Christmas came early
please make a tutorial on how to generate the city using osm and replacing all buildings with prodecural models
Incredible work.
This is a masterclass in procedural development
Damn.. That's brilliant !
In 1990 I was 5yrs old and amazed that I could drive a car around a track on the zx spectrum, it's 2022 I'm 37 and mind blown that I couldn't tell the differences between what was real and what was computer generated!
HOUDINI Side FX AY!
try to imagine how Neo (in this demo) feels about this piece of Tech Talk.
Is there going to be a video dedicated to the window interior materials at some stage? Yes, I know this one blows past it briefly...
warner bros needs to make this happen we need this game!
I won't be surprised at all if one day Epic just buy Houdini and make it free for everyone.
About The Matrix Awakens, it has good base. Modders can add more features into it (like more unique places aka "Hero Building", or unique NPC with different behavior system etc).
But i wonder if Epic is interested in using neural network AI for their games. Make a good learning AI that can act like a human player (just gather data from all human players), spawn some of them near the player and watch the hell break loose. Of course the more interesting events can occur the better.
WFC is Absolutely amazing!
We need houdini tutorials and assets
Assets are already available for download, with the city sample on the epic market place :), it is zipped at the root of the install folder, tutorial coming soon :)
@@quentinmarmier tutorial coming soon? Where?! I would love to know a 1% of what you show! You guys are AWESOME! Where do u recommend to learn houdini at this level? Thanks a lot!
@@pisoleto same here!!
Where do I begin to learn to do this in Houdini? I want to make other environments: Residential Areas, Medieval Kingdoms, Moon Bases, Space Stations, Futuristic, Cyberpunk, Steampunk, Egyptian. I would LOVE to learn this specifically in order to create procedural tools to generate all sorts of environments.
Regarding data concerns, several thousand buildings were mentioned, but surely you would only need the data for a single floor for each primary floor type rather than the data for the entire building itself? The rest of the floors can be generated when needed based on the saved floors.
The technology I'm waiting for is a world that is fully interactive. Every object able to be destroyed or moved. Every building accessible and interactive. Full freedom. Probably a VR platform.
This is really facinating. Procedual workflows like shown here could help smaller indie teams with creating a lot of content without spending too much time. I would love to see (and buy) Houdini based generators which I could use inside of Unreal.
Those files are available for download with the city sample on the epic market place :), it is zipped at the root of the install folder
@@quentinmarmier thanks
Very good presentation. The amount of work that is being put in this project is impresive.
Heh. I thought this "Mass AI" feature was some groundbreaking new way of handling lots of AI, but it's actually just a variation of an ECS.
This is really mind blowing stuff!! Can't wait to see this tech in big open world games going forward!!
thanks for all
This is amazing, you guys at Epic make the future for us solo devs look great.
ps: Watching this after playing Cyberpunk 2077, it feels like the developers at CDPR just started elementary school compared to the guys at Epic. They can't even make a decent spawn system for the NPCs and the vehicles, I am not even gonna talk about anything else. At least they will use UE5 for the next Witcher instead of their own engine, they learned their lesson.
This is life changing
This is unbelivible! Cool as hell
the bldg_building_tester sims is not included in the sample_city project sample
Very impressive work! Well done :)
Thank you for great and epic video.. And wave function collapse wow that was well trippy cherry on the top.. I'm in a heaven 🥲
But when will it be released on PC? Can't wait to try it some day.
This is simply mind-blowing.
Amazing work.
Awesome!
I bet you guys will bring that Traffic system to Twinmotion, I bet
Absolutely fabulous!
Thank you very much
SUCH BEATIFULL WORK
Great video and great work. For those of us who got on board pretty late is there any way we can get access to the city download now it is unavailable as a free download on the marketplace? I reeeeaaally souls love to try it out☺️
When I can use this feature in UE5? EpicGames must include this feature in Construction Script.
This is incredible I hope they can optimize it to run well cuz the demo is pretty laggy lol but this is awesome though.
Hats off. This is truly inspiring
THIS GAME NEEDS MODS IF WE DO SEE A FULL VERSION!!😔😔😔😔
Is there any tutorials coming for the Mass framework ?
I love you ❤❤❤
Is it a tool that can be downloaded or found in somewhere or it is just showing muscles of Houdini and unreal
SideFX Houdini and Epic Games are about to recive a cease and desist from God at this rate!
Blackshark should use these techniques and apply to Microsoft Flight simulator.
😍
surreal
That is great.
Impressive. Not a word I use a lot. :)
when are you connecting neuralink to it...i wanna live there.
Do I need more than an Indie license for Houdini if I want to create projects similar to this? The full price for a Houdini license is a bit steep.
It worked ❤️❤️
PLEASE MAKE THIS AVAILABLE ON THE MAC VERSION OF UE5🙏🏼😫
55:21 Where's this 'Character Tech Talk' he mentions here?
I was hoping for a solution starting from OSM footprints for true geospecific cities. Oh well, maybe in another 5 years!
Great talk! Where could I find the houdini files?
You can download the city sample project from the Epic Market place, the houdini files for the city are zipped at the root of the install folder ;)
@@quentinmarmier Finding this here is like striking a big one is the casino! Thank you!
@@quentinmarmier although having obj errors opening the hip file
@@nazirullsafrypaijo5694 carefully read the readme.txt file that goes along the zip, if you have set up your "env" properly it should work :)
@@quentinmarmier Thank you. Great advice. Im very rushy in that sense lol
A little piece of the next metaverse!
This must be implemented in Microsoft Flight Simulator :D
Everything works cool
in 55:20 he said there is a character tech talk ? were is it ?
How does Houdini compare with City Engine for procedural city building?
houdini is more versatile i think, but harder to master
I have used both - CityEngine has lots of presets and is fairly simple to learn and create cities quickly, shape grammars for buildings are decent but not too flexible. I found the exports somewhat limiting. Houdini has all the building blocks for cities but you have to do everything from scratch, like these guys did. It depends what kind of cities you want to create, how much detail, what game engine. I have experimented with exporting cities from CityEngine to Houdini for cleanup, instancing, etc, which works ok but not great.
Does it scale with enough computing power? What if we put processing in the cloud. Can we generate the planet? I wanna travel from Amsterdam to New York to Brasil. And have some quests, murder mysteries to solve, meet nice ladies etc. GTA Earth.
bien realista la ciudad y los autos, pero las personas algo raro, supongo q no hubo tiempo para mas realismo
And now,
Let’s talk about wave function collapse.
Flat city how to bring ground elevation ?
Wow
You need to watch The Matrix Path of Neo on youtube for develop movie videogame better version on Unreal Engine 5 😊
is this all in unreal engine?
How long estimated did the CG + Game Development complete the whole city scene not include crowd ( meta human) and vehicles?
about 1 year and a few ;)
@@quentinmarmier great man! how about human resources? how many CG Artist to build up the whole asset ( models + textures)
@@daominhduc6975 the procedural team we were 4 technical artists, we also had 4 developers to help with the tools in Unreal. As for the content (building modeling and assets) it is harder to quantify, many people have produced it, I'd say a dozen total over one year within different departments. Also keep in mind that we have used a lot of megascans assets and that now the Quixel team is part of Epic....
@@quentinmarmier thank you much! Wish you and your teams have more success in upcoming time.
Well. I can very clearly see that Epic Games has appetite to conquer Hollywood. And it is inevitable, Mr Anderson.
is this UE5 project have houdini HDA ?
At 24:00 did he say they are releasing Houdini files??
Haven't checked myself but some Hip files should be in a folder within the project
Yes, you can download the city sample project from the Epic Market place, the houdini files for the city are zipped at the root of the install folder ;)
24:55 Why would he use a greenscreen?
Anyone has an idea how to generate the city based on the roads in some OSM data or is it even possible with the city layout node in houdini?
54:27 what's wrong with his head? it's gigantious
You GPU ?
Why don't you release this demo on pc yet?
It is available, look in the UE Marketplace
@@AerysBat wow thanks for the info. Didn't know it was out.
what is bugitgo?