Procedural Desert | UE4 | PT3 Scatter Models

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  • Опубликовано: 20 янв 2025

Комментарии • 10

  • @Octanen_
    @Octanen_ 3 года назад

    I recently started with Houdini and i love using it with UE4, thank you so much with these tutorials. They are amazing!

  • @snhly9120
    @snhly9120 4 года назад +3

    These is such a useful series, thanks a ton

  • @stepanshnder1850
    @stepanshnder1850 Год назад

    How you import two fbx files???😮😮

  • @stepanshnder1850
    @stepanshnder1850 Год назад

    How did you add two fbx files into one geometry??

  • @stepanshnder1850
    @stepanshnder1850 Год назад

    I'm wondering if I can then remove these scatter objects (rocks for example) in the ue4 engine, if they, for example, occupy the place where a house should be, for example???

  • @wayancientmoon1142
    @wayancientmoon1142 4 года назад +5

    I'm still confused about why we have to convert to polygons to scatter cliffs using "mask by feature " and "scatter align". As far as I know, the "heightfield scatter" already has this feature to scatter assets based on heightfield masks. Is there any reason for that?

    • @sams_3d_stuff
      @sams_3d_stuff 4 года назад

      Curious too!

    • @evening8990
      @evening8990 4 года назад +1

      I think its for the added features of orientation and auto scaling per density

    • @feigao9446
      @feigao9446 3 года назад

      simon said : both way to scatter is basicly the same, just show another way.

  • @ahahlex
    @ahahlex 4 года назад

    awesome !