Massive Worlds Workshop 2024 - Chapter 4: How to Build a Custom Mesh Stamping Asset

Massive Worlds Workshop 2024 - Chapter 4: How to Build a Custom Mesh Stamping Asset

In this workshop you will learn how to build your own assets on top of the E-Houdini Academy “Massive Worlds Toolkit" Framwork. Allowing you to develop your own tools to procedurally create, edit and manage massive open world landscapes in Unreal 5.3 using the power of Houdini. Massive Worlds Workshop 2024 - Chapter 4 of 5. This workshop is a follow up to the workshop from last year when the toolkit was first released. In it, we will explore a range of demonstration tools that leverage the toolkit's framework and component utility nodes. We'll do a deep dive and explore how to create tools such as the Landscape Mesh Stamping tool for yourself, and how to integrate them within the existing Massive Worlds landscape Pipeline for the Unreal Engine 5.3. ------------------------------------------- Leveraging Unreal 5.3 features, such as Landscape Edit Layers and a unique Externalized Data Structure to manipulate and build upon your Unreal Landscapes, use this non-destructive, Houdini empowered pipeline to procedurally shape your worlds. The "v1.1 - Road and Infrastructure Update" features an extensive set of new nodes, ranging from a suite of road tools to draw realistic roads across complex terrain, a versatile bridge and tunnel tool, multi-landscape support for larger worlds, background regeneration support using the PDG, and more. ------------------------------------------- Get the Toolkit HDA's and latest Workshop files here:   / eha-massive-v-1-93530113   More tools and improvements are planned and will be released for subscribers to my Patreon, now with an included Non/Limited Commercial License to use the toolkit in your own Projects. While Studio's and larger Commercial Projects can licence the Toolkit as Blackbox assets or as Source code, if they wish to make their own modifications. Available now for download as a Patreon Reward at   / erwinheyms  . For more information on Updates, see the Roadmap and licencing options on: https://ehoudiniacademy.com/MassiveWo... on: https://ehoudiniacademy.com/Licensing Or stay tuned to my Patreon page and Discord channel for questions, requests or remarks. ---------------------------------------- LAST UPDATED on 8 June 2024 as v1.1.2 Toolset last tested in Houdini 19.5.805 / 20.0.688 & Unreal Engine 5.3.2 For more information. [ Join the Discord Community. |   / discord   ] [ Stay updated on latest developments. | https://ehoudiniacademy.com/ ] [ Visit my Youtube page for my latest video lectures and workshops. |    / ehoudiniacademy   ] [ Support me on Patreon and to get the latest version available of the toolset. |   / erwinheyms   ] In collaboration with Fracture Labs and the Patreons of E- Houdini Academy. ------------------------------------------- TIMESTAMPS: 00:00:00 Chapter 4 - Mesh Stamps Network Breakdown 00:01:53 Stamp Boundary Selection Splines 00:04:19 Opening the Mesh Stamps Asset in Houdini 00:06:25 Extract Mesh Stamps - Asset Input 00:09:20 BP Splines Input - Util Asset 00:10:30 Footprint Generation 00:16:56 World Transform - Util Asset 00:22:55 Load Multi Caches - Util Asset 00:33:20 Load Layers - Util Asset 00:39:08 Path Stamp - Util Asset 00:40:29 Recombine Paths - Util Asset 00:48:33 Weighted Height Transfer - Util Asset 01:03:59 Terraforming the Building Footprints 01:13:13 Terraforming in the Roads 01:17:09 Stamp Cutout & Materials 01:20:46 Stamp Attributes 01:28:00 Stamp Export 01:30:26 Stamp Visual Feedback 01:34:54 Node Presets - Util Asset ------------------------------------------- SYSTEM REQUIREMENTS: To manage massive worlds, besides the required hardware to run Unreal 5.3. The main requirements for the Massive Worlds toolkit are System Memory, GFX memory and to some extent CPU power. Recommended specs differ depending on the size of the world map you intend to make, and the resolution of the Landscape (Meters Per Pixel). Important notes about system specs: Memory : 32 GB memory and a GTX 3080 with 10 Gb of VRAM: Recommended Max: 6x6 km Landscapes at 1 MpP terrain resolution. Maximum: 8x8 km per individual landscape at 1 MpP terrain resolution. 64 GB memory and a GTX 3090 or 4090 with 24 Gb of VRAM: Recommended Max: 12x12 km Landscapes at 1 MpP terrain resolution. Maximum: 16x16 km per individual landscape at 1 MpP terrain resolution. 128 GB memory is recommended for overal performance and 'breathing space' when working with lots of assets and multiple landscape datasets simultaniously. ------------------------------------------- THANKS: Special thanks go out to: All the Patreon backers and Students at Patreon.com/ErwinHeyms for making this toolset possible. Oscar Mateos (Houdini Artist) and the team at Decimated.net, for user-feedback and testing of the toolkit v1.1 Sidefx and the Everything Procedural event at Breda, BUAS - University of Applied Sciences.