Building a Large Scale Environment PDG Pipeline | Part 1 | Kenny Lammers | GDC 2019

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  • เผยแพร่เมื่อ 5 ก.พ. 2025
  • Kenny walks through the fundamentals of using Houdini to create procedural systems to rapidly generate Large Scale Environments.
    Learn how to optimize Houdini Engine and PDG [Procedural Dependency Graph ] workflows into your game environment creation pipelines!
    PART TWO: sidefx.co/2OpdcNQ

ความคิดเห็น • 6

  • @roobeerrrtt1633
    @roobeerrrtt1633 2 ปีที่แล้ว

    Fantastic stuff, Awesome work

  • @stevensilcock
    @stevensilcock 5 ปีที่แล้ว +2

    Well done Kenny. PDG looks pretty cool. Looking forward to learning more about it in Houdini. Ps, think I've seen that orange 512 material before...lol.

    • @IndiePixel3D
      @IndiePixel3D 5 ปีที่แล้ว

      Thanks Steve! Yes you have! I got your messages too...going to take a look at the issue. Thanks!:)

    • @MrAniko1992
      @MrAniko1992 5 ปีที่แล้ว

      @@IndiePixel3D Why are you not going inside SOP_HDAs ? ))) To see how city block generation is done.

  • @otoS97
    @otoS97 4 ปีที่แล้ว

    Good stuff bro

  • @3dartwithjavad909
    @3dartwithjavad909 4 ปีที่แล้ว

    how to export hda result as fbx file in pdg structure (nothing work plz make a tutorial about that ) plz