Continuing from Part 1 (sidefx.co/2OnEunP) - Kenny dives a bit deeper and takes a look at how to create procedural systems using PDG [Procedural Dependency Graph] in Houdini and Houdini Engine.
This gives you a more hands-on look at how to construct a pipeline for Large Scale Environments in Unity. By the end we will have built up a procedural tiled terrain system, complete with erosion, a smart foliage scattering system, and implemented a basic road to demonstrate how all these elements interact with each other.
More SideFX GDC Talks: sidefx.co/2TWP4bq
Kenny Lammers is a freelance Technical Artist / C# Programmer working for various clients, from the medical industry to the game industry, creating interactive content with Houdini, Unity, and Substance. He has over 19 years of experience working in the game industry and has worked for studios such as Activision Blizzard and Microsoft Games Studios. Kenny’s skills range from C# programing in Unity 3D to creating procedural art content in Houdini and Substance Painter and Designer. You can find out more about Kenny at indie-pixel.com.