Ancient Egyptian Environment

Procedural terrain made with Houdini + Unreal Engine

Overview

For this project, I developed a highly detailed and customizable procedural desert terrain, combining the power of Houdini for procedural generation with the rendering capabilities of Unreal Engine. The main features include dynamic dunes, a procedural pyramid, and a procedural ground material, all of which are created and adjusted based on user-defined parameters.

Procedural Terrain Creation:
  • Houdini Integration: Utilized Houdini to create a procedural desert terrain featuring dunes that dynamically adjust based on input parameters. Key parameters include dune area, minimum and maximum height, and dune density.
  • Dynamic Dune Generation: Implemented a procedural system in Houdini to generate sand dunes, ensuring realistic and varied dune formations. The system allows fine control over the terrain, with the ability to tweak the density, height, and spread of the dunes for diverse landscape configurations.
Procedural Pyramid Creation:
  • Houdini Procedural Modeling: Created a procedural pyramid model in Houdini, where the structure is generated based on the dimensions of the base and the desired height. The system automatically calculates and stacks the stones, ensuring a realistic and scalable pyramid structure.
  • Dynamic Adjustments: Enabled real-time modifications to the pyramid dimensions, allowing instant updates to the model. This flexibility ensures that the pyramid can be seamlessly integrated into various scene requirements.
Procedural Ground Material:
  • Material Composition: Developed a procedural material for the desert ground, combining multiple textures to enhance realism. The material includes detailed textures of 4×4 tire tracks, scattered stones, regular soil, and mud patches.
  • Texture Blending: Utilized advanced blending techniques in Houdini and Unreal Engine to seamlessly integrate these textures, creating a varied and natural-looking desert floor. The procedural material dynamically adjusts based on terrain features, enhancing the overall immersion.

Video demo