构建大规模环境PDG流程Building a Large Scale Environment PDG Pipeline | Kenny Lammers | GDC 2019
Kenny walks through the fundamentals of using Houdini to create procedural systems to rapidly generate Large Scale Environments.
Learn how to optimize Houdini Engine and PDG [Procedural Dependency Graph ] workflows into your game environment creation pipelines!
PART TWO: https://sidefx.co/2OpdcNQ
Kenny介绍了使用Houdini创建程序系统以快速生成大规模环境的基础知识。了解如何将Houdini Engine和PDG [Procedural Dependency Graph]工作流程优化到您的游戏环境创建管道中!
第二部分:https://sidefx.co/2OpdcNQ
Continuing from Part 1 (https://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.
继续第1部分(https://sidefx.co/2OnEunP) – Kenny深入探讨了如何使用Houdini和Houdini Engine中的PDG [Procedural Dependency Graph]创建程序系统。这使您可以更直观地了解如何为Unity中的大规模环境构建管道。最后,我们将建立一个程序化的平铺地形系统,完整的侵蚀,智能的树叶散射系统,并实现了一个基本的道路,以展示所有这些元素如何相互作用。