This project utilises assets from assets packs and are not mine. Credits are below.
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This is a Houdini toolkit with custom HDA's, intended to be used in Houdini and imported into Unreal Engine 5. Made for DAE Howest.
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At it's core it's a series of curve generation and editing tools, that can afterwards generate road geometry and alter heightfields. There are also a few UE5 focused tools to help scatter and set-dress your roads after they are formed.
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I focused on making the tool that is as flexible and versatile as possible in all situations. (With succes! I have used parts of the toolkit in a few personal projects already)
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As a result I ended up with 14 HDA's that work fluently with each other.
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Instantiated Assets:
https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/ships-graveyard
https://www.unrealengine.com/marketplace/en-US/product/industrial-area-hangar
https://www.unrealengine.com/marketplace/en-US/product/construction-site-vol-1-supply-and-material-props
Rocks:
https://quixel.com/megascans/collections?category=environment&category=natural&category=nordic-coastal-cliffs
Vegetation:
https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/old-west-vol-7-foliage
https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/foliage-vol-1-cactus
Road Materials from https://quixel.com/megascans/home
All Music and sound effects are from envato elements
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Post-Processing of the last video: https://www.unrealengine.com/marketplace/en-US/product/dynamic-sketch-post-process-material
Workflow example
Wanderlust - Full Tool Presentation
Toolkit used in another project
Detailed HDA Explanation 1 - Heightfield Processing
Detailed HDA Explanation 2 - Curve Generation
Detailed HDA Explanation 3 - Curve Editing
Detailed HDA Explanation 4 - Road Generation
Detailed HDA Explanation 5 - Road Cleanup
Detailed HDA Explanation 6 - Engine Integration