Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht

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  • เผยแพร่เมื่อ 18 มิ.ย. 2018
  • How do you create 100 square km of wilderness with a terrain changing every day? One of the challenges with a modern open world is its sheer size. Not every square meter of the world will receive the attention of a level artist or a level designer. Yet while filling empty space is easy, creating natural-looking environments is a bigger challenge.
    Ubisoft's solution on 'Far Cry 5' was to develop a set of procedural tools to generate biomes, texture the terrain, setup freshwater networks, generate cliff rocks and more. Procedural technical artist Étienne Carrier walks you through how they tacked this challenge...
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ความคิดเห็น • 74

  • @exilemod5852
    @exilemod5852 6 ปีที่แล้ว +89

    Such a valuable presentation and only 1500 views. This is pure gold and deserves more attention!

    • @kamazooliy
      @kamazooliy 6 ปีที่แล้ว +2

      I feel the same way! Feel very fortunate to have come across it. It will make learning Houdini just that little bit easier.

    • @user-zl5cv6vw2m
      @user-zl5cv6vw2m 4 ปีที่แล้ว

      @Rahul Verma I highly doubt people don't know what a 3D model is.

    • @GameDevAraz
      @GameDevAraz 2 ปีที่แล้ว

      Houdini, There Is Nothing To Learn, This Is Premade Software, Also The Only Issue Is There Are NO Proper Tutorials To Follow, For Example: Create Terrain, Texture IT, Export It For Maya Or Unreal Or Anything, There Needs To Be A Proper Down To Earth, No BS Tutorial To Help Individuals Who Don't Want To Know What Each Node Does, But To Use It To Make Something, Simple, Just Make Tuts, To Help People, Thats The Issue Here, Uhhh

    • @xanzuls
      @xanzuls 10 หลายเดือนก่อน

      @@GameDevAraz the whole Houdini channel is full of tutorials and their website has a dedicated learning section. This is not a tutorial, this is just a technical overlook or breakdown.

    • @GameDevAraz
      @GameDevAraz 10 หลายเดือนก่อน

      @@xanzuls well right or wrong, I'm not gonna stand here and say I'm snart, but I admit I was quick to talk

  • @pryzmgaming
    @pryzmgaming 5 ปีที่แล้ว +6

    One of the most amazing world editing procedures i have ever seen.

  • @ProtopopGames
    @ProtopopGames 6 ปีที่แล้ว +8

    Putting together this presentation must have been a lot of work, and it's appreciated. I do procedural environments in Unity, and it's encouraging to see the process is really similar to what you're doing in triple A. I learned a lot of little techniques here too, like the colour map variations, and its just fascinating in general to see how people work and get an education. Thanks very much for sharing this, and Im looking forward to seeing what Ubisoft comes up with next:)

  • @VasilMatsuk
    @VasilMatsuk 3 ปีที่แล้ว

    The amount of work just crazy. And that nature details, grass rotated to wind direction! Good job.

  • @naokiohta466
    @naokiohta466 5 ปีที่แล้ว +3

    It blew my mind! We cannot thank you enough.

  • @MickaelBonfill
    @MickaelBonfill 5 ปีที่แล้ว +15

    Very nice, it seems to be a similar workflow than what it was done by the french team with Ghost Recon Wildlands. Houdini as a DCC has become the key for procedural terrain generation. I'm also developing a Vulkan Rendering Engine for terrain visualization, and this video and the one for Wildlands still a reference for Houdini integration. Thanks for sharing this workflow with us !

    • @SuWoopSparrow
      @SuWoopSparrow 2 ปีที่แล้ว

      A lot of Ubisoft studios work on multiple Ubisoft projects, so I'm sure that a huge part of their Houdini pipeline is standardized between each studio

  • @CamTarn
    @CamTarn 5 ปีที่แล้ว

    An incredible talk about an incredible tool - thank you!

  • @calero2k6
    @calero2k6 6 ปีที่แล้ว +38

    Audio needs to be boosted please.

  • @vincentpol
    @vincentpol 6 ปีที่แล้ว +150

    Sound is too low.

    • @ProtopopGames
      @ProtopopGames 6 ปีที่แล้ว +4

      I listened to it on iPad and it was a lot louder than on desktop

    • @phantomdragonstudio252
      @phantomdragonstudio252 4 ปีที่แล้ว +2

      Strange

    • @Zwamhoofd
      @Zwamhoofd 3 ปีที่แล้ว +4

      sound? what sound..

  • @blented
    @blented 4 ปีที่แล้ว

    Such a great presentation!

  • @kardeon4503
    @kardeon4503 3 ปีที่แล้ว +1

    It is insane. i love Far cry 5 and i cannot wait FAR CRY 6

  • @cupsster1
    @cupsster1 5 ปีที่แล้ว +2

    I would like to ask if original presentation can be put somewhere to download as talker obviously does snot have enough time to go through it but there might be some very important pieces of information left. I would welcome to see whole presentation. It is very interesting topic and good talk. Thank you Étienne Carrier for taking time to explain all of this. Much appreciated.

  • @etiennevanier
    @etiennevanier 4 ปีที่แล้ว

    Bon travail! Du terrain dans houdini ça semble cool!

  • @vighneshpawar4285
    @vighneshpawar4285 5 ปีที่แล้ว +1

    This looks fascinating and easy with tools.. unreal and unity should add such tools to help level designers

  • @AntoninBauville
    @AntoninBauville 4 ปีที่แล้ว

    Amazing ! Looks simple, just have to understand the nature rules but the thing it's to make it ahaha, big up to the ubi tech artists !

  • @ABCD27814
    @ABCD27814 5 ปีที่แล้ว

    Amazing talk and phenomenal tool. Very impressed!

  • @tris0913
    @tris0913 5 ปีที่แล้ว

    wow. very interesting! i wonder how game design will look in 50 years

  • @nocultist7050
    @nocultist7050 3 ปีที่แล้ว +13

    This is the quietest video I never heard.

  • @ChipNova
    @ChipNova 5 ปีที่แล้ว

    The water tool part is vague. I wonder how the tool generates branching rivers. And how are they able to edit the river part terrain if a spline is dominating the terrain, so do they still keep the spline Info after the water is 'Cooked'?

  • @andr101
    @andr101 6 ปีที่แล้ว +6

    regarding the biome tool: was the vegetation (plants, trees, bushes) also procedurally created in Houdini? Or was it composed by pre-existent fixed meshes?

    • @KVemboManolov
      @KVemboManolov 5 ปีที่แล้ว

      They explain this during the presentation around 35:00

  • @Karin029_
    @Karin029_ 5 ปีที่แล้ว

    The guy sounds so nervous. I feel for you buddy

  • @dubtube6691
    @dubtube6691 6 ปีที่แล้ว

    great game, great work :)

  • @FantaClown
    @FantaClown 5 ปีที่แล้ว

    FantastiKoo !

  • @motionbasti
    @motionbasti 5 ปีที่แล้ว

    Awesome

  • @Ziboo30
    @Ziboo30 6 ปีที่แล้ว +1

    Awesome talk Etienne ! One thing no one talk in different making of Ubisoft games done in Houdini, is how did you handle transition between maps, sectors ? does each artists had to lock a map ? could he worked on the edges ? did you automatically merge the edges between each maps ? Also if you doing a talk in Montreal maybe in a MeetUp, don't hesitate to send an invite. Thanks

  • @brunnersamuel4615
    @brunnersamuel4615 5 ปีที่แล้ว

    They don t used procedural building placement or even procedural building creation ?

  • @captainchaos3667
    @captainchaos3667 5 ปีที่แล้ว +35

    This is fascinating. However I can never understand how people can upload things like this without fixing obvious big problems such as the almost inaudible sound in this video. Would have been a very simple fix.

    • @morphtek
      @morphtek 4 ปีที่แล้ว

      because by the time the video gets to the guy in charage of the uploader its not his job to fix the audio

  • @rakshith_4eal
    @rakshith_4eal 6 ปีที่แล้ว +15

    why is the volume so low

  • @ACatCalledFrancis
    @ACatCalledFrancis 6 ปีที่แล้ว +18

    Please edit the audio, and reupload

  • @ipanzerschrecku4732
    @ipanzerschrecku4732 4 ปีที่แล้ว

    It's pretty weird that they don't take the procedural generation a step further and define the road with a fence attribute, erosion etc so the artist essentially only have to fill in areas. Taking it to the limit you can have self generating map design based upon high level specific attributes like poor outpost that will define erosion, quality of materials, loot, etc.. the more maps you can generate and the more they're tested the longer you can retain players, sell map packs and have online multiplayer streaming which equals selling more games.

  • @genkidama7385
    @genkidama7385 4 ปีที่แล้ว

    insane.

  • @ashikrahaman516
    @ashikrahaman516 2 ปีที่แล้ว

    OOOOOOMMMGGG

  • @sefadogantr
    @sefadogantr 5 ปีที่แล้ว

    Whats ur tool name ?

  • @willbryan4017
    @willbryan4017 4 ปีที่แล้ว +3

    For anyone upset about the audio, just download an audio booster chrome extension. Easy fix. Sounds great

  • @etiennecarrier
    @etiennecarrier 3 ปีที่แล้ว +1

    The GDC version just got released, much better quality and audio: th-cam.com/video/JBp8zvLVsgg/w-d-xo.html

  • @MonsieurCKC
    @MonsieurCKC 5 ปีที่แล้ว +4

    I join the other in the comments, audio is wayyy too low !

  • @TorQueMoD
    @TorQueMoD 2 ปีที่แล้ว

    Holy fuck me, I want these tools for my own games :P

  • @DiogoSantosvfx
    @DiogoSantosvfx 6 ปีที่แล้ว +2

    Can I have the biome tool? xD hahaha that's quite amazing btw :)

    • @ethanwasme4307
      @ethanwasme4307 6 ปีที่แล้ว

      If you use unreal engine this functionality pretty much comes out of the box, but as a developer youre still going to have to do ALL the heavy lifting, but it's still so very fun :)

    • @DiogoSantosvfx
      @DiogoSantosvfx 6 ปีที่แล้ว

      yeah I enjoy both parts! :)

    • @ethanwasme4307
      @ethanwasme4307 6 ปีที่แล้ว

      Plus, a lot of industry standards rely on masks, whether it's placing textures on the terrain or spawning foliage instances, just need to tie them all up in one nice package

  • @leonardofilomeno8130
    @leonardofilomeno8130 5 ปีที่แล้ว

    Fascinate para un silvicultor comprometido con la restauracion de paisajes deforestados.

  • @aboody006
    @aboody006 3 ปีที่แล้ว

    Dunia means "world" in Arabic

  • @FrapsomaticalOption
    @FrapsomaticalOption 4 ปีที่แล้ว +1

    As impressive as this is, I sincerely would have wished that they put the same amount of effort into story, in game AI and character diversity. It's a shame that Far Cry 5 looks incredible and would be so much fun to actually play if it weren't for boring protagonists and antagonists and enemies that all look the same and are as smart as a bag of potatoes. Here's hoping that now that they have this amazing engine they will make a better game next time!

  • @bostok6
    @bostok6 5 ปีที่แล้ว +1

    so basically houdini its a God tool

    • @local9
      @local9 5 ปีที่แล้ว

      An amazing tool for world generation. With its latest updates it mind blowing.

  • @suqmadiq3132
    @suqmadiq3132 2 ปีที่แล้ว

    can barely hear him.

  • @eraizei
    @eraizei 4 ปีที่แล้ว

    Textures aaeemmm can be aeeemm...

  • @ichdissdich98
    @ichdissdich98 4 ปีที่แล้ว

    If i got a friggin Cent for every ahhhhhh i would be a millonaire at the end of the video

  • @jiexiangshen5839
    @jiexiangshen5839 6 ปีที่แล้ว

    First! Thanks for sharing

  • @dachshund_gaming
    @dachshund_gaming 2 ปีที่แล้ว

    Way too quiet

  • @tent405
    @tent405 3 ปีที่แล้ว

    Great work.... Too bad you had to make the game unplayable with unskippable cutscenes. Seriously dumb decision.

    • @K0LBIE
      @K0LBIE 3 ปีที่แล้ว +1

      Haha. Wow. Why skip the fucking cutscenes... That's the most important part, it's tells you the story of the fuckin game. I could only imagine if able to, you skipped every cutscene, you would have no clue what the game is about or why everything is happening, or why this guy decided to do this. Or why the game needs you to go do that. The cutscenes are so vital to a games narrative. You can't skip them because they are what makes all the hard work of every developer that spent 2 and a half years working actually mean something.

    • @amerboss99
      @amerboss99 4 หลายเดือนก่อน

      facts@@K0LBIE

  • @MajorZeroCELL
    @MajorZeroCELL 4 ปีที่แล้ว +3

    Yes, this is a great tool. But overall, generating the entire map (or almost) proceradurily gives you a world with no soul. FC5 felt too much "generic", unlike FC4 and FC3. I get that this is a precious gain of time, but even with that time you couldn't even have a correct physics engine or a stable game at launch.

  • @GameDevAraz
    @GameDevAraz 4 ปีที่แล้ว +2

    Speak UP Dude, Or Use Some Mic Or Something, I Can Hear Flies Louder Then This lol

  • @fencejumpa2365
    @fencejumpa2365 5 ปีที่แล้ว +1

    if they only put the same effort into the AI . . .

  • @fergalkidd91
    @fergalkidd91 4 ปีที่แล้ว

    Far cry 5 was terrible

    • @dubtube6691
      @dubtube6691 4 ปีที่แล้ว +1

      Was great

    • @jp9707
      @jp9707 3 ปีที่แล้ว +2

      Was mixed

  • @UCCi6g4buFK8dVtAxbFYEKzA
    @UCCi6g4buFK8dVtAxbFYEKzA 5 ปีที่แล้ว +3

    It's very interesting what you have to say, BUT PLEASE take the time to work on your speaking skills before giving a presentation. It's really hard to watch and very distracting/annoying if you say "uh" after every third word. It's just noise. I dare you, Etienne Carrier, to watch 5min and count the um's. I find it nearly unwatchable. And that's very sad, since it's very interesting what you have to say.

    • @jp9707
      @jp9707 3 ปีที่แล้ว +1

      I think it might be a French thing. I think they say "uh" a lot.