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Walk For A While - Procedural Landscape in Houdini and UE5

Edit of gameplay footage

Tree scatter from a distance

Tree scatter from a distance

Houdini Heightfield in engine with landscape material

Houdini Heightfield in engine with landscape material

Procedural tree variations

Procedural tree variations

Procedural rock variations

Procedural rock variations

Procedural scatter instancing in Houdini

Procedural scatter instancing in Houdini

Foliage scatter placeholders

Foliage scatter placeholders

Walk For A While - Procedural Landscape in Houdini and UE5

I created this project to test my progress learning Houdini after working on smaller projects for a couple of weeks.
Almost everything was procedurally generated within Houdini and/or UE5, using some textures created in Designer and CC0 textures.
The landscape mesh was shaped using a blockout mesh and Houdini heightfield processors and imported as a texture in UE.
Procedural assets like trees, rocks, stairs and fences were created and assembled in Houdini with some post-processing for LODs in Blender.
Scatter instances were calculated using the baked heightfield by combining masks and masking areas based on proximity to other scatter instances.