My name is Twan de Graaf. In this two-part tutorial, we’re going to create a pipeline for processing and detailing terrain. First of all, we will use Height Fields to generate the terrain, which we will use in the rest of this tutorial. Then, we will use some VEX wrangling to analyze our generated terrain. For instance, we will generate ambient occlusion using this method. After that, we will start to use external files to control the biomes on our generated terrain. Finally, we will improve the external file management and create a filtering system to improve our biome shapes.
Video-on-demand streaming is available through the website to subscribers. In addition, video files are available for download for those who directly purchase individual titles from their cart.
Twan de Graaf has been a Houdini enthusiast for more than 5 years now, starting his path by studying Game Architecture and Design in Breda, the Netherlands. Now he has been working at Ubisoft Paris the for 3 years, having released Ghost Recon Wildlands this year.