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Showing posts from 2022
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UE5/Houdini : Stylized Tree Tool Result Modeling Trunk First off, let's start by doing the most important part first, the trunk. For this tool I wanted the user to be able to make his own trunk with a curve in Unreal Engine and also have the possibility to do it with a more conventional way so I made the option possible. Just a simple line with a AttributeVOP to make a gradient going from the first to the last point and adding a AttributeNoise to control the Position. We then make 2 more attribute to determine the pscale and the lift that we will use later on for the trunk mesh and the branches. Branches For the Branches, it's pretty much the same, juste make sure the output is slighty different from the trunk for more variation. Next up, we begin with a Forloop to create the first branches. This is taken from the Labs Quick Basic Tree. This place copy of the trunk branch on the main trunk. We control the starting position along the main trunk with the Carve node. Then we kill ...
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UE5/Houdini : Stylized Grass Pivot Painter Breakdown this is inspired by Ghislain Giradot method to make Stylized Grass https://twitter.com/ghislaingir/statu s/1509993548606849035 Result Modeling First, to model our grass, we are gonna use Houdini. The grass is gonna be really simple. We need each blade to be as thin as possible, with Unitized UVs and each pivot stored in a secondary UV channel. We need it to be thin since the scale and thickness is gonna be controlled via the Material later on. The pivots are gonna be used to rotate each blade like a Billboard, Scale the size, control the wind and project the grass onto the landscape in Unreal Engine. The first step is creating a single blade with a standard sweep and a line. Make the blade really thin and create UVs then Unitize them to make them fill the UV space 0 to 1. Second step is creating the scattering, we need to create a small surface and scatter points and assign them attributes to use later. We start by creating a shape, ...
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UE4 : Dissolve Shader Breakdown Result Triplanar Noise First, we're gonna need to have a noise Texture Panning to get some motion going. To avoid tiling on some meshes, the best way to add noise is to project it in World Space. Let's start by using a Triplanar Function and add the parameters to control the speed and the scale. First, let's take the World Position and break it to isolate the Blue channel, you can do the same for the others if you wish. Let's one minus the output and put it in a switch with a Static Bool parameter to invert the Dissolve later on. Multiply that by parameter to control the Scale of the Blue channel independently to the other to get a stretched look if you want, i'll call it Z Scale. Then, multiply all of that by the Time mulplied by a Speed parameter to finaly get the panning. Plug all the other parameter to the WordAllignedTexture and we are almost done. As you can see, i multiplied the time and the global scale to the Object Scale nod...