Oh yeah! In all the years I didn't find the tool more convenient
@apetrukovich7 ай бұрын
double commander, same tool but free@@tinyredkite
@tinyredkite7 ай бұрын
@apetrukovich Thank you very much for the recommendation! I checked it out and it really is the same tool, so I decided to use it instead. Appreciate your comment very much!
@wakeup2.369Ай бұрын
Светлана благодарю Вас!!! Очень круто!
@tinyredkiteАй бұрын
Спасибо за комментарий! Я рада, что туториал был полезным!
@PeterLeban7 ай бұрын
Thank you for sharing the technique! I usually make a HDA with my landscape as output and it simply works :) No need to manually transform the data in Unreal.
@tinyredkite7 ай бұрын
I would never think of using HDA that way! Thank you very much for sharing!
@PeterLeban7 ай бұрын
yeah, it's something Indie Pixel did so I just ended up doing the same thing. It's much easier that way, if you reference the landscape material and name your layers it will also assign it and distribute them all@@tinyredkite
@tinyredkite7 ай бұрын
@@PeterLeban Awesome, I will definitely look into it. Thank you for sharing!
@andersmadsen80526 ай бұрын
@@PeterLeban hi, can you add link for the video you mention, theres quite a few on that channel :)
@PeterLeban6 ай бұрын
@@andersmadsen8052 hm, can't find it online, maybe he removed it. I see other courses but not the one. But check Simon Verstraete's desert one for Unreal, same deal. Outputting landscape.
@FilmByteProductions7 ай бұрын
Amazing tutorial! Looking foward to part 2 in this series.
@tinyredkite7 ай бұрын
Thank you so much!
@UndiniTuts7 ай бұрын
Really great tutorial and outstanding result, thank you for sharing!
@tinyredkite7 ай бұрын
A praise coming from you is especially valuable! Thank you for your words and for the knowledge you've shared!
@marcinchester49496 ай бұрын
Great content Svetlana, thanks!! Good luck with the channel😊
@tinyredkite6 ай бұрын
Thank you very much! Appreciate your kind words!
@libshastra7 ай бұрын
This is a good tutorial. I was looking for someone who could explain "scale" when you transition heightfield from Houdini to unreal. Thanks for touching on that topic.
@tinyredkite7 ай бұрын
You are very welcome! I'm glad you found it useful!
@libshastra7 ай бұрын
@@tinyredkitelook forward to part 2. Also how did you decide on the area of the heightfield? Unreal recommends keeping world size within 20 km^2, I struggle trying to scale my heightfield appropriately to fit Unreal's limits
@tinyredkite7 ай бұрын
I'm not sure I understand your question correctly, but still will try to answer. I decided to use area 8000*8000 meters initially, because it encompasses the area of the world I was interested in. It could really be different size, as long as it's a square. Then I settled on using 4033*4033 landscape size (I think it was UNDINI who didn't recommend the biggest size). After that it was just a question of scaling. As I show in the video, the formula is as follows: 8000/4033*100 = 198. If my initial landscape was 6 kilometers in size, the scaling would be 6000/4033*100 = 149. If your landscape is super large, maybe you just need to split it into several landscapes. Please let me know if this answers your question.
@libshastra7 ай бұрын
@@tinyredkiteaaah gotcha. Makes sense
@tinyredkite7 ай бұрын
Awesome!
@paulturalski7 ай бұрын
great tutorial. Im waiting for next parts ;)
@tinyredkite7 ай бұрын
Thank you very much! The next parts are coming out soon.
@void95907 ай бұрын
Thanks for the work you've done!🐱
@tinyredkite7 ай бұрын
You are very welcome!
@ThePlatypotamusАй бұрын
Thank you
@tinyredkiteАй бұрын
You are very welcome!
@SuperCarzetin7 ай бұрын
Thank you so much for this!!
@tinyredkite7 ай бұрын
I'm glad you liked it!
@joshualacroix19387 ай бұрын
Great job!
@tinyredkite7 ай бұрын
Thank you very much!
@trauma29807 ай бұрын
Bless you for sharing ❤
@tinyredkite7 ай бұрын
Thank you for appreciating that!
@elwinvanalstmedia5 ай бұрын
Hi Svetlana, thanks for this! I'm working on a similar project and am running into combining multiple Heightfields and getting them into UE5. When I use the Height Project node my terrain disappears and I just get a flat surface.... any idea why this is happening? My original height field isn't square. So I also need to figure out if I can work with a non-square or I have to crop the height field somehow. Any ideas?
@tinyredkite5 ай бұрын
Thank you! Heightfield not being a square shouldnt be the issue. Could you please point the time in the tutorial at which you have the issue? There is more than one project node there.
@xrlearn7 ай бұрын
Thanks. You can use mapbox node from labs tool and avoid half of this tiff assembling hassle where you can download heightfield directly into the houdini. I am struggling more with texturing part of the mapbox terrains and brining it to unreal. I hope you can make some content in texturing
@tinyredkite7 ай бұрын
Thank you for the tip, this was interesting to look into! I checked the documentation and a couple of videos and it looks very impressive. The only thing that is not so great - the maximum resolution of the tile is 512 pixels (according to Mapbox docs), which means that if I want 8x8 kilometers landscape at zoom level which will give me a resolution of 2 meters per pixel, I will still need to use 8 squares along each side. And the docs say: "You can join the output tiles of multiple Labs Mapbox SOPs together to form a larger piece of terrain", and then explains pretty much the same method I was using. But I definitely can see how this method can work for backgrounds, or extended, non accessible areas of the landscapes, where the resolution is not crucial at all, especially while it generates textures automatically! Also it looks like pretty much the whole world is available there, while not all the planet has the lidar data (I was using Tangram Heightmapper in such cases). As to the content in texturing - if you struggling to bring mapbox diffuse texture in Unreal - here are the steps you can try. 1. Make sure that your texture has the same size as your landscape (4033 or 8129 or whatever). 2. Inside of the landscape material editor create a LandscapeLayerCoords node and change mapping scale to the landscape size (4033 or 8129). 3. Plug the output of this node into UVs slot of the Texture Sample with the terrain texture. 3. Attach RGB output to the Base Color input. I will cover landscape layers and material setup inside Unreal in future videos.
@xrlearn7 ай бұрын
Thankyou for this tip. I look forward to your future landscape materials setup videos as well.
@tinyredkite7 ай бұрын
You are welcome!
@STARU2U7 ай бұрын
The voice is nice😊 I subscribe now
@tinyredkite7 ай бұрын
Thank you very much, it's so nice to hear that! I was actually worried about my voice (and accent), but still decided to record the first video (which was very stressful). Now I feel more comfortable. Thank you for reassurance!
@libshastra7 ай бұрын
I think you found a bug in Houdini's TIFF parser. I think it's processing TIFF metadata chunks as points and primitives. I'd file a bug report with sidefx
@tinyredkite7 ай бұрын
Thank you for the information!
@901coryowensАй бұрын
Could I commission you to help me take a selection of geotiffs I downloaded for my hometown and create a landscape with that information for unreal engine? I have never used houdini.
@tinyredkite29 күн бұрын
I guess we can give it a shot. Please contact me on Artstation or LinkedIn, or send me your Discord username, so I can find you.
@waadi3ach56922 күн бұрын
at 8:53 My heightfield project results in a large white square plane with no terrain.
@waadi3ach56922 күн бұрын
nvm i just increased height ray trace distance from 1k to 10k since i had many mountains
@tinyredkite22 күн бұрын
I'm glad that the issue is resolved!
@ShibaInuClassical6 ай бұрын
12:18 best moment
@tinyredkite6 ай бұрын
Are you referring to the nosy cat?
@ShibaInuClassical6 ай бұрын
@@tinyredkite yeah, cute little helper 🐱
@tinyredkite6 ай бұрын
That's my fluffy, always ready to help!
@tobyschadt70324 ай бұрын
Thank you for the note on editing compositing preferences - you unstuck me.