It's so nice that you're showing how to build a collaborative pipeline with version control. It's so rare in tutorials and yet often essential. Thank you
@Ian Smith. Such a great project you and your team put together there! Really helpful workflows that all we HOU-UE users can take advantage of. Regards and Thank you!
I was already a big fan of the tree tools in Labs, can't wait to see how Flora develops. I love L-systems still, but having a good plant modelling tool that isn't so incredibly dense with theory to understand would be a great asset for up and coming artists looking to get into the world of modelling foliage
Hi ! I don't see any water or textiles in this trailer. Do you plan to cover these subjects in Pegasus? I'd love to see how you'd make an old medieval tent, for example (to keep with the theme), that would react to the wind. Or how you'd create rivers, lakes or seashores. Thanks again for your time.
Yes, yes! This is the kind of project I'm most looking forward to. The TITAN project was very interesting, but I preferred the POST APOCALYPTIC RUINS FOR UE4 project, which is unfortunately getting old. I'd love to hear about Nanite, World Partition, Megascans, fog or wind in your HOU-UE5 tutorials. Personally, your promotional videos often leave me enthusiastic but also frustrated because what is shown is incredible but quickly passed. The latest example is from the keynote where a magnificent arid terrain is shown in UE5 for 20 seconds. th-cam.com/video/QB5ltaLU7zk/w-d-xo.html I really wanted you to stop by this real-time project. So, thank you very much for this other one!
[video feedback - your audio is really low, if you check the player stats it's saying that you're -11.6db under the expected levels (that's quite a lot). You should be aiming for around -14 LUFS-i, that's what youtube asks for :) ]
Toyed with Hextile, but sadly it's not really applicable for large open-world game projects, it has a relatively high cost compared to the benefits. The way that we hide tiling is just by having lots of breakup in our "splat-maps" and lots of layers. We also have global and macro textures, which add a lot more visual interest in the distance than hex-tile does.
@@UndiniTuts -I'm sorry to hear that; it seemed like one of the most promising features for game development. I hope it proves useful for texturing large assets. -room map VOP to make fake interiors.
@@carlosrivadulla8903 Thanks for clarifying! Hextile is indeed a very cool technique, It's a pretty good "one-size-fits-all" solution and makes more sense if you are working with pre-rendered cinematics or cutscenes. Creating good macro and global textures is more work, but in my opinion it's worth it! As for roomap, perhaps you'll see it in some more urban environments in the future ;)
Let's work all together all are invited to make even and small rock all the brother and sisters off Houdini have a good time to all big thanks to the peaple of Artist that support ❤🎉🎉🎉
It's so nice that you're showing how to build a collaborative pipeline with version control. It's so rare in tutorials and yet often essential. Thank you
This looks like an entire course in what I was looking for! Thank you very much in advanced
Wow, what a great project, thanks soooo much for sharing. Can't wait to dive in!!!!!
@Ian Smith. Such a great project you and your team put together there!
Really helpful workflows that all we HOU-UE users can take advantage of.
Regards and Thank you!
Encyclopedia level knowledge right here! Amazing effort from you doing this! :) Nice!
Woohoo! Pegasus content is here :)
I was already a big fan of the tree tools in Labs, can't wait to see how Flora develops. I love L-systems still, but having a good plant modelling tool that isn't so incredibly dense with theory to understand would be a great asset for up and coming artists looking to get into the world of modelling foliage
Couldn't agree more!
Looking forward to the tutorials.
WILD! Than you SideFX
Exactly what I was looking for to solidify this part of my workflow! I'm so excited to see what tips and tricks I can pick up. Thank you team!
Thank you Houdini,Much needed.
Thank you for all that you are doing!
Nice the whole project setup part is what I'm really interested in
awesome environment! stunning work
cant wait! seems very exciting
Can´t wait!
The icon looks cool.
Thanks Sidefx
Looking forward to it! We're doing something very similar at the studio and I'm curious about your approach.
Looking forward
Hi ! I don't see any water or textiles in this trailer. Do you plan to cover these subjects in Pegasus? I'd love to see how you'd make an old medieval tent, for example (to keep with the theme), that would react to the wind. Or how you'd create rivers, lakes or seashores. Thanks again for your time.
Hey, all great points! This is the 1.0 release of Pegasus, but it's far from finished :)
@@UndiniTuts Thank you. I'm looking forward to it even more now. :D
Awesome!!
Just what I need
Yes, yes! This is the kind of project I'm most looking forward to. The TITAN project was very interesting, but I preferred the POST APOCALYPTIC RUINS FOR UE4 project, which is unfortunately getting old. I'd love to hear about Nanite, World Partition, Megascans, fog or wind in your HOU-UE5 tutorials.
Personally, your promotional videos often leave me enthusiastic but also frustrated because what is shown is incredible but quickly passed. The latest example is from the keynote where a magnificent arid terrain is shown in UE5 for 20 seconds. th-cam.com/video/QB5ltaLU7zk/w-d-xo.html I really wanted you to stop by this real-time project.
So, thank you very much for this other one!
非常期待
looks amazing
well, sad simon is out. But this new guy seems to have a good mic. That's some good news.
I don't think you've seen the last of Simon, don't worry!
Ya, Simon's not out - just refocusing for a bit - including on the GPT signage project for Titan, and the Eagle Feathers project for H20.
@@houdini3d excellent! I've learned a lot from Simon (and from George's channel, Undini), so having both is best!
[video feedback - your audio is really low, if you check the player stats it's saying that you're -11.6db under the expected levels (that's quite a lot). You should be aiming for around -14 LUFS-i, that's what youtube asks for :) ]
❤️🔥❤️🔥❤️🔥❤️🔥
I cannot wait for this i am losing it ahhh
DId the team use hextile and roomap for this project?
Toyed with Hextile, but sadly it's not really applicable for large open-world game projects, it has a relatively high cost compared to the benefits. The way that we hide tiling is just by having lots of breakup in our "splat-maps" and lots of layers. We also have global and macro textures, which add a lot more visual interest in the distance than hex-tile does.
What is roomap?
@@UndiniTuts
-I'm sorry to hear that; it seemed like one of the most promising features for game development. I hope it proves useful for texturing large assets.
-room map VOP to make fake interiors.
@@carlosrivadulla8903 Thanks for clarifying! Hextile is indeed a very cool technique, It's a pretty good "one-size-fits-all" solution and makes more sense if you are working with pre-rendered cinematics or cutscenes. Creating good macro and global textures is more work, but in my opinion it's worth it!
As for roomap, perhaps you'll see it in some more urban environments in the future ;)
you arent even finished dropping project titan videos lol houdini
😧😧😧
抠脚
l
Let's work all together all are invited to make even and small rock all the brother and sisters off Houdini have a good time to all big thanks to the peaple of Artist that support ❤🎉🎉🎉