EPC2022 | Robert Osborne | Building a City in the Matrix Awakens Experience

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  • Опубликовано: 31 июл 2024
  • An abridged overview of the procedural approaches and systems used to build the city in the 'Matrix Awakens Experience'. Covering topics such as city and road network look and feel, defining zoning and architecture types in the city, through to the smaller prop placement on buildings and sidewalk street furniture.

Комментарии • 17

  • @thornnorton5953
    @thornnorton5953 Год назад +5

    Insightful. Glad to have the ideas of this very flexible system in the open.

  • @jmk1727
    @jmk1727 Год назад +1

    Very much appreciate the data/info and the time/expertise that goes into a video like this and many others...if I might add a suggestion? Perhaps find points of excitement and/or make shorter 'paragraph topics' (basically your bullet points) and vocally differentiate (louder...more colorful) those from their explanations. The content is already difficult to hype up just because it's data and it can be dry but I think for me, even though I'm excited and learning all this in my free time, it can be harder to remember the information if a longer, data driven educational lecture stays mostly "linear" or flat (I'm trying to avoid using the word "monotone" ).
    Just some friendly and hopefully constructive criticism.... not that you asked for it but having spoke in front of many many people, in the beginning I was terrified, I probably did everything they tell you not to do lol so trust me I'm no "Master Speaker." Thanks again for all your time and effort, you obviously know your stuff and I, have so much to learn... 😳
    Take Care!

  • @Imad_Hamouda
    @Imad_Hamouda Год назад

    Thanks

  • @abludungeonmaster5817
    @abludungeonmaster5817 Год назад

    Awesome. Would love a higher res version of the graphs. We have PCG in unreal now....

  • @workflowinmind
    @workflowinmind Год назад +2

    I felt asleep a few times but awesome talk

  • @duke222222
    @duke222222 2 года назад +2

    Are the presentation slides available anywhere?

  • @workflowinmind
    @workflowinmind Год назад +1

    Would you use PCG if you were to do that in UE 5,2?

  • @RoBiker
    @RoBiker Год назад

    Hello Robert, @10:55 you mention that " once the layout was locked we transfer back the splines in Houdini and used in the city graph". How does one transfer data from Unreal to Houdini?

    • @blaaablooo5233
      @blaaablooo5233 Год назад

      i think they save it and then opening it back in houdini using TOPS

  • @philippaps44
    @philippaps44 Год назад +1

    He mentions another talk somewhere in the video , but i cant find it

    • @poetic9234
      @poetic9234 Год назад

      I think it is: "The Matrix Awakens: Creating a World | Tech Talk | State of Unreal 2022"
      ruclips.net/video/xLVJP-o0g28/видео.html

  • @arielortiz3150
    @arielortiz3150 Год назад +3

    I've been trying to follow along with the Unreal Engine 5 tutorial for using the city sample buildings & houdini to generate a city. But it's incorrect & giving me so many errors. From coding errors to things misssing errors. I just want to learn to generate cities procedurally like you guys did. :( Can someone please help me, I've been looking in forums, tutorials & documents everywhere, I'm not able to fix the issues I'm having.

    • @kgdllc
      @kgdllc Год назад

      ruclips.net/video/usJrcwN6T4I/видео.html

    • @Ponchos_Lab
      @Ponchos_Lab Год назад

      same here man , did you ever figure a fix?

    • @franchocou
      @franchocou Год назад

      you can import osm data, or use dungeon architect

    • @MasterPiffy
      @MasterPiffy Месяц назад

      @@franchocou if you watched this video even for 30 seconds you would understand why they arent using osm data

  • @SajanSingh-b9h
    @SajanSingh-b9h 24 дня назад

    I don't understand what is so new about this? How all the other open world games did it without this workflow? I guess the same approach was used for numerous games before. It is nothing new. I guess you could do the same things with CityEngine. Just the functionality was ported to Houdini I guess.