Rebirth: Worldbuilding with Houdini | Live from HQ | Inside Unreal

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On this week's livestream, SideFX's Games Team will show a variety of ways Houdini was used for VFX, mesh processing, terrain, world building, and mega-structure detailing in the realistic cinematic, "Rebirth", created in partnership with Quixel and Unreal Engine for GDC 2019.

ANNOUNCEMENT POST

TRANSCRIPT

NEWS

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COMMUNITY SPOTLIGHT

Office Archviz v2

The Sitter

Sacred Siren
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this is amazing! tools like this are just unimaginably helpful. Big shout out to all the creative developers which are great artists themselves!

denizkre
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Great #livestream! Thanks to everyone involved! #UnrealEngine #SideFX #Houdini #3d #UE4

lebenin
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This is really cool and informative . Thanks for sharing !

nawrasryhan
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thank for adding the panel tool to the game dev set

lveronese
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really informative and inspiring, thank you for this

juanpaulomardonez
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Would the flow be model something in blender, Maya etc like house, trees, home decor and use Houdini to procedurally make some type of pattern and expose the nodes so you can modify them in ue4 / unity to make it random and make it look procedurally generated and not placed ?

slickdude
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what I don't understand is if the mountain elements use one giant moss texture or if its a series of tileable textures scattered around with noise to mask the repetitions or something. Can anyone answer this?

fretstain
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What's the name of the tool for the non simulated fog?
Thanks

JonBra
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Did the HDA for the megastructure ever become available?

seen
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I didn't catch what the tool is called at around 53:11, available in Game Dev Toolset, anyone know, something Division?

GvRDesigns
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How are they building 100km^2 environments for online play without world origin shifting. Does that now support online play or did they roll their own?

jh-lpcg
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Sad thing is that, actually you can't achieve these wow effects basing only on unreal engine. It seems that lot of optimization was done in very advanced third party software like houdini and by making some fancy shaders, like fog shader which remains their secret.

plejra
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strill trygint to figure out how to make the noise.... cry

fran.fernandez
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yeh baking in houdini is still hit and miss, thats why the car wasn't baked in houdini. instead they show a simple simple tombstone.

vfxforge
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Too much procedural will eventually create a lot of game art fatigue and we can already feel it in many games. Nothing can beat custom art made manually.

petertremblay