Last day of week 4 of my graduation work ‘Houdini to Unreal’.
This week I worked on making procedural trees and their placement on the landscape. I also got rid of the cel shading post processing effect because it was messing with the water and didn’t really give me the look I wanted. However, I’m still going for a stylized look.
I wanted to get a little bit of a mood in the scene and decided to go with this months theme: Spookiness. So I added some fog effects and darkened the scene a bit. This also gives me some freedom to work with lights I’m planning to add in the future.
For now the trees only vary on height but I have a lot more parameters ready to implement into unreal. They are also spread based on a density value and the trunk shape is defined by a float ramp.
Variable I have working in Houdini and I’m planning to add to Unreal:
- Leaves variation
- Leaves start height
- Leaves segments
- Bending according to location
Trees are placed based on where the grass is (red zones). Right now they’re randomly placed and that works for what I need. Adding some logic to the placement, such as natural growth and considering trees colliding, is something I’m keeping on the long term to-do list but isn’t really a necessity for now.
I added a variable to define a water level. This stops the grass and transitions into sand by using vertex colors (red to green, where red is grass and green is sand). It also makes sure trees don’t grow in the water.
A kind of useless addition to this project but a needed one: underwater effects.
Every time I went underwater nothing happened and it really broke the immersion. To fix that I added a little post processing water effect when going underwater that nicely fades in and out when the camera goes underwater.
That’s all for this week. Next week I’m going to look into adding little dirt roads based on splines with fences and lamps next to the path.
As usual if you have any questions I’d be happy to answer them.